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Cedarfall Mills 



Map Version: Alpha 
Type: CP
Released: 08-28-2009 
Last Update: 04-11-2012 
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Cedarfall Mills
by Philip M

Gametype: Attack/Defend CP (Dustbowl-style)
Recommended # of Players: 12-24
Size: Small
Theme: Stormy Alpine
First Alpha Release: 27/8/2009


Cedarfall Mills is an attack/defend map which will take place in a fairly compact farming town with vast fields of crops looking outwards. The battle starts off fairly enclosed with distinct choices of spawn-exits and slowly widens out into more diverse paths.

Any feedback here to my email is more than welcome!


Changelog

Alpha 7:

- Major layout changes: less complex doorways and more outdoor freedom
- Beginnings of detailing outside BLU spawn
- Area around first cap now more favoured to BLU
- Playerclipped the top of a building near second cap
- Added patch panels below pickups
- Moved second cap zone back to make it less crammed in 12v12, and also make it slightly harder for BLU to cap
- Much more optimization (areaportals, current prop fade distances, visleaf splitting)
- Cleaner brushwork, reduced number

Alpha 6:

- First cap point area now slightly easier to defend through some small layout tweaks
- When the last cap point is active, RED's spawn time decreases from 9 to 7 seconds
- Certain areas around the first CP area are now more open
- Added a few healthpacks/ammo where needed
- Subtle optimization and brushwork changes

Alpha 5:

- Moved RED's spawn back
- Added a new sidepath to the Second Cap Point, and made small changes around that area
- Fence added to the side of the Second Cap Point
- Changes around Cap 1 area
- Minor detail changes
- All gameplay signs are now unable to be collided with

A1-4 Changelog: http://dl.dropbox.com/u/322663/Changelogs/a1-4.txt



Old 08-28-2009, 06:09 AM   #1
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nice, good to see you fixed to sightlines that were in a1.

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Old 08-28-2009, 06:11 AM   #2
Dr. ROCKZO
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I've really enjoyed playing on this map, very clean. Fix the line of sights a little (Snipers would be king in 12v12) and we're looking at a fun, expansive map.
 
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Old 08-28-2009, 06:11 AM   #3
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Yay, a thread for cp phil!

The map is pretty fun, I played the a1 with a few people and I liked it so far.

Can't wait for stage 2.

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Old 08-28-2009, 06:12 AM   #4
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Cheers for the feedback guys, I'll be sure to block those sniper sightlines in Alpha 3.

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Old 08-28-2009, 06:56 AM   #5
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Cool a thread at last.

Remember to raise cap times and I think there are too many buildings and routes in general.

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Old 08-28-2009, 10:57 AM   #6
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On thing i noticed when i played it shortly last night is i kept getting snagged on the signs =(

Layout wise i enjoyed it though.

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Old 08-28-2009, 01:01 PM   #7
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I regret not being able to stay to test this map, but I had to leave after moonballs for a 6v6 team meeting, I haven't played too many good attack/defend-style maps (cp_boulder comes to mind, but that's about it.)

Not that I've tested it or anything, but 3 seconds seems a bit short for a cap time doesn't it?

As for names, and with a general lack of knowledge about good map names. how about :

cp_snowcap
cp_crustbowl
cp_filter (???)
cp_fracture (???)
 
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Old 08-28-2009, 06:18 PM   #8
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@ DJive: I think I know which signs you're talking about because I think I've came across the same problem that you have - I'll be sure to playerclip the signs.

@ Zwiffle: The last Cap Point's time is 3 seconds simply because I had the idea that the area around it would be heavily guarded with a larger number of players. Personally I think it's fine.
Also, I might consider something along the lines of cp_fracture.

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Old 08-28-2009, 10:44 PM   #9
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IMO, it needs more grey.

Looks good though!

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