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cp_chinook | a1 released!
1
#1
cp_snakewater
14 Frags +

Hey!

With Snakewater finished up for the upcoming ETF2L season, I've got another treat for you.

Here's cp_chinook! http://fastdl.colonslash.eu/maps/cp_chinook_a1.bsp.bz2

Currently in a1 version, I've tried to create a straightforward 5 CP map, but playing around a lot with the connectors between the points to create some interesting gameplay.

CP 1:

http://cloud.steampowered.com/ugc/636421081734030789/3074B2A6679EF7DE98FE93B6ACCB6991A42438E3/

http://cloud-2.steampowered.com/ugc/636421081734033082/C38F02C50970CFF09FACCFFAB9C26BD468CA0B46/

The area is divided into two, which forces teams to coordinate their defence. There's a lot of vertical action with three distinct levels of gameplay. Aggressive and mobile play is rewarded.

CP 2:

http://cloud-3.steampowered.com/ugc/636421081734034462/3D1085C3E38FF58997860ED4E53BDA8102DA22E8/

Overlooked by a bridge and a small hut, the point is situated on low ground in this yard. Key will be controlling the gih ground surrounding the point. The wide connectors allow a lot of crazy plays.

CP 3:

http://cloud-2.steampowered.com/ugc/636421081734035306/BAD12D09B617EC3F21B4DA2F0E94488645A7B62F/

Situated on a bridge, this spacious mid point requires teams to control the air before moving forward with ground units. The lower area allows for flanks and surprising plays.

Try it out, and give me your feedback! As you can tell the visuals are very basic for now while I'm focusing on the gameplay.

Hey!

With Snakewater finished up for the upcoming ETF2L season, I've got another treat for you.

Here's cp_chinook! http://fastdl.colonslash.eu/maps/cp_chinook_a1.bsp.bz2

Currently in a1 version, I've tried to create a straightforward 5 CP map, but playing around a lot with the connectors between the points to create some interesting gameplay.

CP 1: [img]http://cloud.steampowered.com/ugc/636421081734030789/3074B2A6679EF7DE98FE93B6ACCB6991A42438E3/[/img] [img]http://cloud-2.steampowered.com/ugc/636421081734033082/C38F02C50970CFF09FACCFFAB9C26BD468CA0B46/[/img]

The area is divided into two, which forces teams to coordinate their defence. There's a lot of vertical action with three distinct levels of gameplay. Aggressive and mobile play is rewarded.

CP 2: [img]http://cloud-3.steampowered.com/ugc/636421081734034462/3D1085C3E38FF58997860ED4E53BDA8102DA22E8/[/img]

Overlooked by a bridge and a small hut, the point is situated on low ground in this yard. Key will be controlling the gih ground surrounding the point. The wide connectors allow a lot of crazy plays.

CP 3: [img]http://cloud-2.steampowered.com/ugc/636421081734035306/BAD12D09B617EC3F21B4DA2F0E94488645A7B62F/[/img]

Situated on a bridge, this spacious mid point requires teams to control the air before moving forward with ground units. The lower area allows for flanks and surprising plays.


Try it out, and give me your feedback! As you can tell the visuals are very basic for now while I'm focusing on the gameplay.
2
#2
1 Frags +

i live around chinook

(looks fun tho)

i live around chinook

(looks fun tho)
3
#3
3 Frags +

it's not badlands

since it's going to happen regardless

Seems interesting, we'll probably play it next time NMW happens.

it's not badlands

since it's going to happen regardless

Seems interesting, we'll probably play it next time NMW happens.
4
#4
cp_snakewater
14 Frags +

it's not snakewater

it's not snakewater
5
#5
4 Frags +

i love chinook hops, they're quite delicious

i love chinook hops, they're quite delicious
6
#6
cp_granary_pro
1 Frags +

looks good, lots of different layers and levels

btw, what's a chinook?

looks good, lots of different layers and levels

btw, what's a chinook?
7
#7
cp_snakewater
0 Frags +

http://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?

http://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?
8
#8
cp_granary_pro
1 Frags +

deep

deep
9
#9
3 Frags +
chojjehttp://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?

Chinook is a bittering variety with aroma characteristics released in May, 1985. It was bred by crossing a Petham Golding with the USDA 63012 male.

A high alpha acid hop with a wonderful herbal, almost smoky character when used as an aromatic during the last few minutes of the boil when dry hoping. Excellent for hopping American-style Pale Ales, especially those brewed to higher gravities. (alpha acid: 12.0-14.0% / beta acid: 3.0-4.0%) - BA

the more you know!

[quote=chojje]http://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?[/quote]

Chinook is a bittering variety with aroma characteristics released in May, 1985. It was bred by crossing a Petham Golding with the USDA 63012 male.

A high alpha acid hop with a wonderful herbal, almost smoky character when used as an aromatic during the last few minutes of the boil when dry hoping. Excellent for hopping American-style Pale Ales, especially those brewed to higher gravities. (alpha acid: 12.0-14.0% / beta acid: 3.0-4.0%) - BA

the more you know!
10
#10
1 Frags +

Chinooks are also warm winds down a mountain

Chinooks are also warm winds down a mountain
11
#11
cp_granary_pro
1 Frags +
defychojjehttp://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?

Chinook is a bittering variety with aroma characteristics released in May, 1985. It was bred by crossing a Petham Golding with the USDA 63012 male.

A high alpha acid hop with a wonderful herbal, almost smoky character when used as an aromatic during the last few minutes of the boil when dry hoping. Excellent for hopping American-style Pale Ales, especially those brewed to higher gravities. (alpha acid: 12.0-14.0% / beta acid: 3.0-4.0%) - BA

the more you know!

knowing is half the battle

[quote=defy][quote=chojje]http://en.wikipedia.org/wiki/Chinook_wind

btw, what's a Chinook Hop?[/quote]

Chinook is a bittering variety with aroma characteristics released in May, 1985. It was bred by crossing a Petham Golding with the USDA 63012 male.

A high alpha acid hop with a wonderful herbal, almost smoky character when used as an aromatic during the last few minutes of the boil when dry hoping. Excellent for hopping American-style Pale Ales, especially those brewed to higher gravities. (alpha acid: 12.0-14.0% / beta acid: 3.0-4.0%) - BA

the more you know![/quote]

knowing is half the battle
12
#12
0 Frags +
chojjeit's not snakewater

it's not quay

I can't believe that no one ever figured out how to pronounce it right.

[quote=chojje]it's not snakewater[/quote]
it's not quay

I can't believe that no one ever figured out how to pronounce it right.
13
#13
cp_granary_pro
3 Frags +
hookychojjeit's not snakewaterit's not quay

I can't believe that no one ever figured out how to pronounce it right.

key

[quote=hooky][quote=chojje]it's not snakewater[/quote]
it's not quay

I can't believe that no one ever figured out how to pronounce it right.[/quote]

key
14
#14
cp_snakewater
2 Frags +
Daggerhookychojjeit's not snakewaterit's not quay

I can't believe that no one ever figured out how to pronounce it right.

key

she-nawk

[quote=Dagger][quote=hooky][quote=chojje]it's not snakewater[/quote]
it's not quay

I can't believe that no one ever figured out how to pronounce it right.[/quote]

key[/quote]

she-nawk
15
#15
2 Frags +
Daggerhookychojjeit's not snakewaterit's not quay

I can't believe that no one ever figured out how to pronounce it right.

key

I know, I was using the wonderful device of exaggeration.

[quote=Dagger][quote=hooky][quote=chojje]it's not snakewater[/quote]
it's not quay

I can't believe that no one ever figured out how to pronounce it right.[/quote]

key[/quote]
I know, I was using the wonderful device of exaggeration.
16
#16
0 Frags +

Haven't played it in any setting yet, but the 2nd point seems to have way too many medium health kits for how close together they are.

The mid having 2 medium kits under it also seems like overkill too.

Like I said though, I haven't played the map, these are just observations. Maybe the medium kits will encourage teams to stay in the fight longer and make it more action packed, especially on the mid

Haven't played it in any setting yet, but the 2nd point seems to have way too many medium health kits for how close together they are.

The mid having 2 medium kits under it also seems like overkill too.

Like I said though, I haven't played the map, these are just observations. Maybe the medium kits will encourage teams to stay in the fight longer and make it more action packed, especially on the mid
17
#17
0 Frags +

Why aren't these stairs clipped?

http://i.imgur.com/qQXVPJc.jpg

Why aren't these stairs clipped?

[img]http://i.imgur.com/qQXVPJc.jpg[/img]
18
#18
7 Frags +
hookyit's not badlands

since it's going to happen regardless

Seems interesting, we'll probably play it next time NMW happens.
[quote=hooky]it's not badlands

since it's going to happen regardless

Seems interesting, we'll probably play it next time NMW happens.[/quote]
19
#19
0 Frags +

dont you think its a bit bare, big, and open? last is def. interesting, wanna see how that goes.

dont you think its a bit bare, big, and open? last is def. interesting, wanna see how that goes.
20
#20
1 Frags +
prestigedont you think its a bit bare, big, and open? last is def. interesting, wanna see how that goes.

hes probably gonna add some props soon to make it less bare.

i like the map btw. the mid looks pretty fun.

[quote=prestige]dont you think its a bit bare, big, and open? last is def. interesting, wanna see how that goes.[/quote]


hes probably gonna add some props soon to make it less bare.

i like the map btw. the mid looks pretty fun.
21
#21
0 Frags +

Does it feel huge to anyone else? Maybe it's just the number of side paths and underground areas but the whole map feels enormous to me. I don't know much about HL but the number of levels makes me think it might be good for it.

Does it feel huge to anyone else? Maybe it's just the number of side paths and underground areas but the whole map feels enormous to me. I don't know much about HL but the number of levels makes me think it might be good for it.
22
#22
2 Frags +

Have you tried something like this? A wall around the bases on mid that a soldier can crouch jump onto. Would allow for a more risky path for flanking classes.

http://i.imgur.com/MToPBcr.jpg

Have you tried something like this? A wall around the bases on mid that a soldier can crouch jump onto. Would allow for a more risky path for flanking classes.

[img]http://i.imgur.com/MToPBcr.jpg[/img]
23
#23
cp_snakewater
2 Frags +
marioHave you tried something like this? A wall around the bases on mid that a soldier can crouch jump onto. Would allow for a more risky path for flanking classes.

http://i.imgur.com/MToPBcr.jpg

Yeah, I think the current path up is one too much and I'll probably rework it along the lines you described. I really want the lower and bridge area to work together, and now they feel too disconnected.

[quote=mario]Have you tried something like this? A wall around the bases on mid that a soldier can crouch jump onto. Would allow for a more risky path for flanking classes.

[img]http://i.imgur.com/MToPBcr.jpg[/img][/quote]

Yeah, I think the current path up is one too much and I'll probably rework it along the lines you described. I really want the lower and bridge area to work together, and now they feel too disconnected.
24
#24
3 Frags +

-

-
25
#25
cp_snakewater
3 Frags +

A2 released: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a2.bsp

Thanks to the nlpg group for feedback!

A2 released: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a2.bsp

Thanks to the nlpg group for feedback!
26
#26
cp_snakewater
3 Frags +

Updated to a3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp

Updated to a3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp
27
#27
cp_snakewater
3 Frags +

Updated to a4: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a4.bsp

Updated to a4: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a4.bsp
28
#28
1 Frags +

Did you change the skybox thing I talked about at the last to second thingy?

Did you change the skybox thing I talked about at the last to second thingy?
29
#29
cp_snakewater
2 Frags +
DunderBroDid you change the skybox thing I talked about at the last to second thingy?

Yes.

[quote=DunderBro]Did you change the skybox thing I talked about at the last to second thingy?[/quote]

Yes.
30
#30
2 Frags +

BIG CHOJJE WE DID SOME MAP PUG TESTING

cp_chinook_a4:

big sniper sightlines on last, don't just use a shutter door that can be opened to block one off

mids last way too long and second never sees any play

you can kite people forever on mid and even uber there, too much cover

room behind second was useless, flank as well

question raised - why is second lower than everything else?

don't use shutter door on second JUST to block a sightline, especially if it is 2way

lots of unecessary crouch jumping on lots of places, including last

Also I made a POV, should show most of the kiting.

BIG CHOJJE WE DID SOME MAP PUG TESTING

cp_chinook_a4:
[quote]big sniper sightlines on last, don't just use a shutter door that can be opened to block one off

mids last way too long and second never sees any play

you can kite people forever on mid and even uber there, too much cover

room behind second was useless, flank as well

question raised - why is second lower than everything else?

don't use shutter door on second JUST to block a sightline, especially if it is 2way

lots of unecessary crouch jumping on lots of places, including last[/quote]

Also [url=https://www.youtube.com/watch?v=WjdguwOnzoI]I made a POV[/url], should show most of the kiting.
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