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cp_sbeve (formerly cp_bluff)
1
#1
0 Frags +

Decided to make a thread for this at the same time I made one on the beta RGL forums.

Used to be cp_bluff, decided to take it back into my hands more than a year later.
Current version: A2
Screenshots are in the tf2maps thread (though they're not quite up to date yet)

tf2maps thread: here
download: here

Decided to make a thread for this at the same time I made one on the beta RGL forums.

Used to be cp_bluff, decided to take it back into my hands more than a year later.
Current version: A2
Screenshots are in the tf2maps thread (though they're not quite up to date yet)

tf2maps thread: [url=https://tf2maps.net/downloads/sbeve.10454/]here[/url]
download: [url=https://tf2maps.net/downloads/sbeve.10454/download?version=26813]here[/url]
2
#2
1 Frags +

Also, because those screenshots aren't up to date, and because this is not an a1, I'll repost the changelog for a2:

Show Content
"Changelog:
-Cap time changes:

Last: 2 -> 4; Was commonly brute-forced for cap, too easy
Second: 7 -> 6; Assist defending team with recaps slightly
Mid: 10 -> 8; Encourage being on point by not having to cap as long

-Added net thing off sides of mid bridge to better shield players under bridge from players overhead, as well as give a jump route from side buildings
-Added small healths under point as mid was lacking health
-Removed middlemost doorway into mid and made immediate preceding doorway larger
-Shifted mid/second chokes over + added wooden thing to block disgusting sightlines
-Replaced dropdown into second with simple balcony
-Adjusted rightmost room into last to block sightlines better
-Added computer rack to leftmost entrance to last also to block sightlines
-Removed extra hallway in secret
-Removed extra hallway around last shutter
-Added various means of seeing into other rooms to reduce hiding/OP flanks (windows, grates, etc)
-Reduced or outright removed several packs around the map
-Fixed clipping and rendering issues
-idk what else lol

Todo:
-Keep a close eye on lower exit from last spawn; adjust if needed to nerf engineers and demos
-Find opportunities to shrink map where needed (I measured, and the map is actually both not as long and not as wide as Granary, though that's not saying much; still feels too big in many places)"
Also, because those screenshots aren't up to date, and because this is not an a1, I'll repost the changelog for a2:

[spoiler]"Changelog:
-Cap time changes:

Last: 2 -> 4; Was commonly brute-forced for cap, too easy
Second: 7 -> 6; Assist defending team with recaps slightly
Mid: 10 -> 8; Encourage being on point by not having to cap as long

-Added net thing off sides of mid bridge to better shield players under bridge from players overhead, as well as give a jump route from side buildings
-Added small healths under point as mid was lacking health
-Removed middlemost doorway into mid and made immediate preceding doorway larger
-Shifted mid/second chokes over + added wooden thing to block disgusting sightlines
-Replaced dropdown into second with simple balcony
-Adjusted rightmost room into last to block sightlines better
-Added computer rack to leftmost entrance to last also to block sightlines
-Removed extra hallway in secret
-Removed extra hallway around last shutter
-Added various means of seeing into other rooms to reduce hiding/OP flanks (windows, grates, etc)
-Reduced or outright removed several packs around the map
-Fixed clipping and rendering issues
-idk what else lol

Todo:
-Keep a close eye on lower exit from last spawn; adjust if needed to nerf engineers and demos
-Find opportunities to shrink map where needed (I measured, and the map is actually both not as long and not as wide as Granary, though that's not saying much; still feels too big in many places)"[/spoiler]
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