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cp_chinook | a1 released!
31
#31
1 Frags +
gr8stalinBIG 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

http://puu.sh/4xdnA.jpg

screenshot of the sightline

[quote=gr8stalin]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][/quote]

[img]http://puu.sh/4xdnA.jpg[/img]

screenshot of the sightline
32
#32
0 Frags +

yeah mid and last are noticeably larger than 2nd, at least from what i experienced. something i see in a lot in good 5cps is a general size-equality between points, at least somewhat.

i think you can easily streamline paths in between 2nd and last, it feels very convoluted (the unnecessary shutter door(s) were mentioned)

overall, every point was very interesting. excited to see what happens to 2nd and last.

yeah mid and last are noticeably larger than 2nd, at least from what i experienced. something i see in a lot in good 5cps is a general size-equality between points, at least somewhat.

i think you can easily streamline paths in between 2nd and last, it feels very convoluted (the unnecessary shutter door(s) were mentioned)

overall, every point was very interesting. excited to see what happens to 2nd and last.
33
#33
cp_snakewater
1 Frags +
gr8stalinBIG 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.

you're amazing :')

Most of the changes near last are very experimental and right now I'm trying to find connectors that work out - the actual structures are very clunky. I agree that both mid and last are too big, and I'm currently working to make them both smaller.

[quote=gr8stalin]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.[/quote]

you're amazing :')

Most of the changes near last are very experimental and right now I'm trying to find connectors that work out - the actual structures are very clunky. I agree that both mid and last are too big, and I'm currently working to make them both smaller.
34
#34
1 Frags +

Any updates on this map?

Any updates on this map?
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