Cp_extraction is a gravelpit style map with a hydro aesthetic. It features two very pronounced capture points and a very open final capture. The middle section of the map provides attackers and defenders with a variety of paths to get between all three points. Also, doors open when A and B are captured, which assists attackers in getting back into the action, especially when you control both A and B.
I'm definitely interested in balancing the map for competitive play and would like to get some feedback regarding that. Let me know what you think!
C looks like junction, and we all know how that turned out. Most of the successful maps have very short areas where they are inside and alot of outside combat,your map seems to be backwards.
My team played this in TWL for a preseason game last Monday.
#3, C really isn't that bad. The ceiling inside is high enough that you can still jump reasonably well.
On Monday we had bigger problems with the fact that the A and B points are really close together so it's pretty easy to defend both points which made taking one at the beginning of the round more difficult than it should have been one half, but maybe that's more a problem with our teamwork than the map.
I think the cap area on A might be too small, it puts the attackers in too predictable of an area for defense to spam when contesting for the point.
Also, it seems like there's a lot of health and ammo scattered around the map, I don't know if removing any of it would affect your balance for pub, but it seems excessive for comp.
I'd love to see your STV. Making the point a bit bigger at A seems fine; I've flucuated the size of it a bit back and forth, so I think a bit bigger should be fine. I'll see what I can do about the health. Any particular ones you found problematic?
I think that A is way to close to the attacking spawn, you can very easily step out of spawn and rocket/stick/double jump onto the point right away. I think getting to the open area of C needs to be bigger.
A is definitely the problem child of the map right now. I'm considering reworking the point, perhaps putting it in an exposed area of the building behind it with a stairway up to it. We'll see how that works out.
cp_extraction
Cp_extraction is a gravelpit style map with a hydro aesthetic. It features two very pronounced capture points and a very open final capture. The middle section of the map provides attackers and defenders with a variety of paths to get between all three points. Also, doors open when A and B are captured, which assists attackers in getting back into the action, especially when you control both A and B.
I'm definitely interested in balancing the map for competitive play and would like to get some feedback regarding that. Let me know what you think!
#3, C really isn't that bad. The ceiling inside is high enough that you can still jump reasonably well.
On Monday we had bigger problems with the fact that the A and B points are really close together so it's pretty easy to defend both points which made taking one at the beginning of the round more difficult than it should have been one half, but maybe that's more a problem with our teamwork than the map.
I think the cap area on A might be too small, it puts the attackers in too predictable of an area for defense to spam when contesting for the point.
Also, it seems like there's a lot of health and ammo scattered around the map, I don't know if removing any of it would affect your balance for pub, but it seems excessive for comp.
I have an stv, if you want it, too.
Also, I forgot to mention that B2 is out.
http://www.fpsbanana.com/maps/115665
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