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cp_quarryhole (5cp)
1
#1
16 Frags +

cp_quarryhole_a2

current version download:
http://www.mediafire.com/download/k2bjkfws9b0mzz0/cp_quarryhole_a2.bsp

Hi! I've been wanting to get into map making for awhile, so I decided to start with something I would enjoy.

overall this map is very far away from being complete, but I wanted to go ahead and release a version so I could get feedback on how it plays.

Screenshots

http://i.imgur.com/GHRtIPi.png

http://i.imgur.com/HTGItTz.png

http://i.imgur.com/ZcO2ATN.png

http://i.imgur.com/R69geHH.png

http://i.imgur.com/LRPp8iH.png

http://i.imgur.com/uw2vvrx.png

http://i.imgur.com/32CWrS4.png

http://i.imgur.com/btlBlVE.png

[b]cp_quarryhole_a2[/b]

current version download:
http://www.mediafire.com/download/k2bjkfws9b0mzz0/cp_quarryhole_a2.bsp

Hi! I've been wanting to get into map making for awhile, so I decided to start with something I would enjoy.

overall this map is very far away from being complete, but I wanted to go ahead and release a version so I could get feedback on how it plays.

Screenshots
[img]http://i.imgur.com/GHRtIPi.png[/img]
[img]http://i.imgur.com/HTGItTz.png[/img]
[img]http://i.imgur.com/ZcO2ATN.png[/img]
[img]http://i.imgur.com/R69geHH.png[/img]
[img]http://i.imgur.com/LRPp8iH.png[/img]
[img]http://i.imgur.com/uw2vvrx.png[/img]
[img]http://i.imgur.com/32CWrS4.png[/img]
[img]http://i.imgur.com/btlBlVE.png[/img]
2
#2
3 Frags +

Looked around on this for a bit. Could be interesting, but it's going to need work.

In general, much of the indoor areas are really chokey. Pushing 2nd from mid is going to be awful because you either take the route at a heigh disadvantage or push up a big friggin' hill through a chokey door to push with height advantage.

I feel like if anyone goes under the point at mid, they're pretty much just fucked and nothing else, basically making the only viable way across mid across the actual point.

http://i.imgur.com/eeFSjs2.jpg

Last is really long, and the point is really far back in last... And there are only two exits for people who can't rocket jump. That's going to be easy to camp, especially with how long, awful, and chokey the lower right exit is.

http://i.imgur.com/6iypkcI.jpg

The exit in question... splash damage disaster. Soldiers/demos can sit on top of that ramp and spam and not be spammed very much from the other team.

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

From mid-2nd... two routes, the lower one to the right and the left one up the big hill. Shitty to push either way, probably easy to defend. I'd also hazard a guess a sentry in here would be awwfuuuul.

http://i.imgur.com/DAXYu3A.jpg

Both of the upper exits at last come through here and leave out of this smallish door to the right onto second. The best way to hold last is probably closer to 2nd because the majority of the exits pop out in the same area, which is decently small with small doors.

The layout looks cool, I just think the routing from mid-2nd and 2nd-last could be reworked, last could be moved, and the indoor areas need some help. Definitely good for a first map... scaling is always hard.

Looked around on this for a bit. Could be interesting, but it's going to need work.

In general, much of the indoor areas are really chokey. Pushing 2nd from mid is going to be awful because you either take the route at a heigh disadvantage or push up a big friggin' hill through a chokey door to push with height advantage.

I feel like if anyone goes under the point at mid, they're pretty much just fucked and nothing else, basically making the only viable way across mid across the actual point.

[img]http://i.imgur.com/eeFSjs2.jpg[/img]

Last is really long, and the point is really far back in last... And there are only two exits for people who can't rocket jump. That's going to be easy to camp, especially with how long, awful, and chokey the lower right exit is.

[img]http://i.imgur.com/6iypkcI.jpg[/img]

The exit in question... splash damage disaster. Soldiers/demos can sit on top of that ramp and spam and not be spammed very much from the other team.

[img]http://i.imgur.com/cPqrBSE.jpg[/img]

From mid-2nd... two routes, the lower one to the right and the left one up the big hill. Shitty to push either way, probably easy to defend. I'd also hazard a guess a sentry in here would be awwfuuuul.

[img]http://i.imgur.com/DAXYu3A.jpg[/img]

Both of the upper exits at last come through here and leave out of this smallish door to the right onto second. The best way to hold last is probably closer to 2nd because the majority of the exits pop out in the same area, which is decently small with small doors.

The layout looks cool, I just think the routing from mid-2nd and 2nd-last could be reworked, last could be moved, and the indoor areas need some help. Definitely good for a first map... scaling is always hard.
3
#3
0 Frags +

pugged on this map with this guy, great map with great rollouts, it could use work, but i can see it being a ugc map

pugged on this map with this guy, great map with great rollouts, it could use work, but i can see it being a ugc map
4
#4
0 Frags +

Lurking for papasmurf's inevitable post. Kudos to you brrton for using ramps :)

Lurking for papasmurf's inevitable post. Kudos to you brrton for using ramps :)
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