Brotherhood of Slaughter: CP_Evergreen - Brotherhood of Slaughter

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CP_Evergreen Just bringing it back from the old forum.

#1 User is offline   sniprpenguin 

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Posted 11 November 2009 - 08:01 PM

UPDATOS: Yes, I'm working on this map. Plus a map for the "big" mapping competition we're having, plus a TC map, plus a L4D campaign, plus a poodle. New version will arrive soonish. And this thread will be completely overhauled.




CP_Evergreen

The idea behind the map is that it is basically a smaller, alpine Dustbowl.
There are 3 control points, which RED must defend from BLU. They must be captured sequentially and each later point becomes harder for BLU to capture. (Not too exciting of a concept, but go with me on it.)

Rather than describe it to you, here's a pictoral tour of it:

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BLU starts right below me in this pic. This first area is not meant to be hard.

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A lot of the area surrounding the first and second point happens to be very Scout-friendly. Both hills here allow Scouts to access areas other classes have trouble reaching.

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The first actual point. None too exciting.

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The area before the second control point. Many entrances as well as a train. This area is even more Scout-friendly, due to the way the control point is set up:

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An open-aired control point with many, many entrances. Here you can also see the little decoration I have done so far. To the right is RED's initial spawn area, while to the left is BLU's forward spawn.

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Then the area leading up to the final point. Bottleneck Central. Get your demomen out.

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And the final control point. RED's final spawn is right behind me in this pic. This area's designed to be impenetrable with two or three sentries.


AS PER REQUEST:

THE LAYOUT.

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A, B, and C refer to the points in their order. As noted in the image, the spawn rooms slowly move forward in the map as shown. Also, there are a shit-ton of trees in the map.

The second pic, I felt the first one wasn't doing justice to the actual flow of the map, so I use my epic Photoshop skills to paint some lines and make 'em pretty.

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As I have noted, there are many tiny paths hidden away. Also, there are some areas that I didn't include in the flow- these are just hide-away areas, such as to the lower-left of Point A, there is a dead-end room meant for sneaky engineers.


Things still needing to be done:

*Thicken the f#*%ing walls.
*Build the goddamn cubemaps.
*Make it balanced.
*Make the chokepoint between B and C less of a chokepoint.
*Completely change the overall layout of the area around B.
*Make stairs less bumpy.
*Add more details.
*Make it pretty.
*Fix any bugs (I know of one, possibly two. This is why it needs playtesting!)
*Optimize the shit out of PortalFlow. (Some progress has been done here.)

Currently I am regressing the textures and decoration so that the map may be more easily manipulated and more likely to be critiqued.

Hope to play it with yall! Posted Image
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<NiNjA_PiRaTe>: snipr ur so wierd
<NiNjA_PiRaTe>: ur the weirdest unicorn in all the fairest land of wisconsin
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#2 User is offline   RandomExpletive 

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Posted 02 February 2010 - 02:58 PM

looks very smexy
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