CP fen

tyler

aa
Sep 11, 2013
5,102
4,621
it was called raybans because
when you play it
you will feel like sunglasses emoji
OOhrKca.png


but now its fen

3cp like mtn lab
purposefully long cap times
deal with it and play engie
 
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tyler

aa
Sep 11, 2013
5,102
4,621
yeah i have probably read like
all of his posts

ps fixed some packing issues
 
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tyler

aa
Sep 11, 2013
5,102
4,621
updated to a2a

changed stuff at B to get on point easier
added forwards after A and B
shortened blu spawn to A
messed with pickups
changed some routes at C a little

pics in op
 
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Mar 23, 2010
1,872
1,696
in my opinion, blu should come from somewhere more in front of A and kinda loop around the plain white building in front of A. it would be COOL. the center building and surrounding area would probably change some. i think it would make it more interesting to play on. or something should change. maybe theres a better idea idk but i find it pretty plain, especially the opening. the main problem is probably A being hard to defend so yeah fix that!!
 
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tyler

aa
Sep 11, 2013
5,102
4,621
in my opinion, blu should come from somewhere more in front of A and kinda loop around the plain white building in front of A. it would be COOL. the center building and surrounding area would probably change some. i think it would make it more interesting to play on. or something should change. maybe theres a better idea idk but i find it pretty plain, especially the opening. the main problem is probably A being hard to defend so yeah fix that!!

yeah im gonna
change how the whole area is
laid out and then i dont know,
fix red having such a hard time defending
except i dont really know how

i have some changes i
want to make to c also
like removing blu's dropdown
because it just hurts them tbh
and also scale it down a bit but
that will take time
 
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tyler

aa
Sep 11, 2013
5,102
4,621
a4 and new pics in op

changed A design, blu spawn/A area, connector from A to B
made B more defensible
added second route to C, changed some areas
made C slightly smaller
removed blu dropdown at C
reduced all captimes by 10s
removed forward spawn after A
probably more i dont remember
 

Ptimz

L2: Junior Member
May 8, 2011
61
61
I have two little bits of spawn and orientation related feedback that really only applies to first time players:

JtTOFtL.jpg


A couple people thought point B was point A their first time playing on red because they could see the visualizers and assumed that these were the first spawn doors. If you hid them somehow fewer people would get confused.

tz2Bdy8.png


The way this room is set up now, you can only see one exit from where you spawn and it is pretty easy not to notice . If you modified the room a bit, players could always see both exits from their spawn points and could get their bearings more quickly.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
i need to rename this soon
thinking about the following
input appreciated

think the theme is
going to end up swamp/industrial but
i dont know for certain yet

names:
cp_...
canot
fen
umbrella
axiom
arpeggio
decay
decrepit

canot is a bayou where
there was a horrible train accident

fen is a wetland

arpeggio is a thing in music

leaning toward fen or canot
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
i need to rename this soon
thinking about the following
input appreciated

think the theme is
going to end up swamp/industrial but
i dont know for certain yet
if it's swamp maybe call it wasteland?
 

tyler

aa
Sep 11, 2013
5,102
4,621
not only is that boring and obvious,
there's like 50 maps named
waste and wasteland and wasteplant etc
 

tyler

aa
Sep 11, 2013
5,102
4,621
i'll be putting out cp_fen_a5 soon

changes i dont want to forget:
reduced initial time by 1m
reduced time given for capping A by 1m
reduced time given for capping B by 2m
 

tyler

aa
Sep 11, 2013
5,102
4,621
been working on a beta for
about a week
map's almost perfect
several small tweaks coming
then probably a
moment of silence while i detail
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Feedbacks.

2013-09-29_00001.jpg


I find this area way too simple, you could use some height difference to make it more fun

2013-09-29_00002.jpg

2013-09-29_00003.jpg


ditto

2013-09-29_00004.jpg


There's simply no good sentry nest at B, create a building wich face the control point where you are safe from the attackers, and where you can build a sentry.

2013-09-29_00005.jpg


Just add a crate and some ammo, it can be a good sentry spot too.

2013-09-29_00006.jpg


That door behind is barely visible, cut a bit of the shape of the room to show the door.

2013-09-29_00008.jpg


Make the stairs lead into the barn.

2013-09-29_00012.jpg


Then ditch this part.

2013-09-29_00010.jpg


There's too much ways for the attackers to go to the point, in defence you never know from where the attackers come, and you can't block them because they are coming from everywhere, t's not fun.

2013-09-29_00011.jpg


As always there's a big lacks of sentry nest.


So it doesn't play that bad, but overall the map lacks of this 'thing' that make the map really good, some more height difference + angularity, a good use of the chokepoints, and you have a nice map.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
what is with the formatting of your posts
 
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