cp_cruff_a7 

cp_cruff is a 3 stage sequential CP map in the dustbowl vein. It takes inspiration from dustbowl (durr), goldrush and gorge (amongst others). I'm trying to build a map that plays like a blend of all three of these, with a bit of high-tech Red mountain base thrown into the mix for good measure.
I think I've managed to fix up most of the glaring issues with this release and most importantly the last stage should no longer feel like dustbowl. I've also converted all of the entity work back so that red are defending and blue are attacking (just like vanilla gameplay). This will most likely be on eof the final layout tweaking releases as I'm starting to feel quite happy with how it plays, with that in mind any testing that's possible would be really useful as I need to know of any glaring issues before moving onto detailing.
I think that I'll release this version on tf2maps.net as well, as it's at a stage now where it should be slightly harder to rip into so easily. 
here's some screenies for your viewing pleasure:
Oh and yeah before I forget: DOWNLOAD LINK
Code:
Changelog:
A1 released
A2 released
+ Removed cave between CP1A and CP1B
+ Added a flanking route to CP1B
+ significantly increased light in the cave at CP2A
+ Added (the start of a) feature waterfall at CP2A and put a hole in the cave roof
+ Changed flanking route from RED spawn at CP3A
+ Made the route from CP3A to CP3B tighter
+ Added goalstrings to explain objectives better
+ Tweaked lighting all over
+ Fixed some incorrectly lit props
+ Fixed some doors not working properly
+ Added some more props and detailing like stairs
A3 released
+ scaled journey between last two points down
+ fixed door from blu spawn to cp3A not locking after red cap cp3A
+ clipped one of the roofs at cp1B and added an archway on the opposite side
+ added some health and ammo in the upper route to cp2B
+ added a ledge at cp2B for FaN scouts, solis and demos
+ added some props at cp2B to allow players to climb onto the gangways
+ added props to final bridge for cover and tweaked final point geometry
a4 released
+ added displacements to the first stage
+ lengthened the run up to the first point to make it a touch easier to defend
+ fixed areaportals in RED spawn
+ properly clipped of areas between stages
a5 released
+ switched teams back to red defending and blue attacking
+ redesigned buildings at cp_2b
+ tweaked layout of cp_3a
+ almost entirely redesigned layout of routes from cp_3a to cp_3b
+ revised health and ammo layout throughout
+ large skybox brushes added to optimise areas by cutting them of from one another
a5a released
+ fixed broken shorcut door from red spawn to cp_3a
+ fixed visible nodraw brushes in the underground route to cp_3b
a6 released
+ added another spawn exit and route to the point at to red's first spawn
+ lowered and angled roof at cp_2a
+ added another route for attackers to take left high ground at cp_2a
+ raised and clipped off upper roof at cp_2b
+ raised floor and removed roof of building in front of cp_3a
+ added some covered areas for spies and snipers at cp_3b
+ lowered the raised walkway at cp_3b so all classes can use it
+ playerclipped some roofs around cp_1b that should've been clipped before
+ removed a walkway, moved a door and moved some cover at cp_2b to make it more defendable
+ ADDED DISPLACEMENTS TO THE CAVE!
a6a released
+ fixed several lighting errors
+ lowered the floor of the building opposite cp_3a
+ sorted out the shortcut door in red's final spawn
+ replaced raised walkway at cp_3b with a much lower one
+ fixed a few clipping issues, floating props and general mistakes
a7 released
+ redesigned area behind cp_2a to make it more defensible
+ added a sniper deck at the back of cp_2a
+ adjusted heights and cover at cp_3a to make it more defensible
+ rearranged health and ammo around cp_2a and cp_3a
+ added displacements to cp_2b, cp_3a and cp_3b
+ adjusted ammo at cp_2b
+ added patch overlays under health and ammo kits
+ func_nobuild areas immediately outside the spawn doors at cp_3b
+ playerclipped any existing steps
+ added some more signs
Code:
Known issues:
- respawn wave times may need adjusting as well as possibly tweaking cap times
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