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.
i live around chinook
(looks fun tho)
i live around chinook
(looks fun tho)
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.
i love chinook hops, they're quite delicious
i love chinook hops, they're quite delicious
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?
http://en.wikipedia.org/wiki/Chinook_wind
btw, what's a Chinook Hop?
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!
Chinooks are also warm winds down a mountain
Chinooks are also warm winds down a mountain
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
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.
hookychojjeit's not snakewater
it'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
Daggerhookychojjeit's not snakewater
it'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
Daggerhookychojjeit's not snakewater
it'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.
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
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]
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]
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.
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.
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.
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]
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.
A2 released: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a2.bsp
Thanks to the nlpg group for feedback!
Updated to a3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp
Updated to a4: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a4.bsp
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?
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.
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.