CP Paramagnetic

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Paramagnetic A4

Custom symmetrical attack/defend mode.

Both A and B are neutral, starting out with just A cappable as the round starts. As a team caps A, B is given to the opposing team, and they are moved backwards to cap B. A grace period of 20 seconds to setup is provided to the now defending team, and they are to defend the second capture point for 6 minutes and 30 seconds. (A team wins by capping A and B if they manage to cap A first, or by defending B until time runs out if the opposite team caps A first)

Abandoned, check my orphan thread.
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A3
- Remade control point A entirely.
- Heightened B.
- Upped B capture time to 14 seconds.
- Removed back routes to B
- Shortened time limit (to make defending easier)
- Added a height route either side of B
- Added more objects that only show on either the defending or attacking team
- Other minor changes
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A4
- Extended kill trigger at A to prevent crates clogging
- After A is capped, the defender's gate is opened for 20 seconds, and is only passable by that team (there's a mini-setup for a reason)
- Re-added back route, majorly changed everything on it (has sniper positions now).
- Added a route up to A, one way doors either side.
- Changed middle route from spawn to A back to one way.
- Added extra health and ammo between A and B.
- Small health and medium ammo to the outer side of the main exit towards B
- Medium health under the ramps. (The ramp on the attacker's side always disappears)
- More props and brushes that disappear/appear based on attack/defence status.
- Extended max time (making defending harder), still not as long as a1 and a2.
- Hopefully fixed cap blocking on B.
- Fixed being able to see a boulder above the glass at A.
- Other minor changes