https://i.scdn.co/image/ab67616d0000b273fc754c2b54cf3a4034e562b9
Account Details | |
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SteamID64 | 76561198054870921 |
SteamID3 | [U:1:94605193] |
SteamID32 | STEAM_0:1:47302596 |
Country | England |
Signed Up | July 16, 2014 |
Last Posted | April 2, 2022 at 2:31 PM |
Posts | 113 (0 per day) |
Game Settings | |
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In-game Sensitivity | |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
800 |
Resolution |
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Refresh Rate |
60 Hz |
Hardware Peripherals | |
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Mouse | zowie EC2 eVo |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
cp_subbase_a20
screenshots: https://imgur.com/a/jUTSQOg
download: see latest version
Twiggy
i was thinking the same for the small hp on crates. the 'sewers' area is meant to be small and easy to deny because of how open choke is tbh, and the power of the shutter behind on 'big door' or flank. essentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched. In terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground, I want scouts to be punished from falling off highgrounds essentially.
thanks for feedback bro
in terms of streamlining, theres lots of gray, brown and white colours which can make it feel a little bland and confusing, especially in the main fighting areas and routes which are essentially gray/white/brick coloured
the staggered ledges and roofs (especially on 2nd) form an undistinguished high-low ground (as flick said) and are way to complex imo, this also creates a huge advantage in terms of vision, because of so much accessible high ground your plays would just get seen a mile away, (think gully or process 2nd, simplistic and clear high/lowground), I would suggest perhaps making the area around the point a more substantial high ground and then removing some of the rooftop shacks and other ledges.
overall tho.. looks mint
cp_subbase_a18a
mid-
changed pack location
2nd-
fixed ramp room sightline
last-
added a secret area near fish with a dropdown (experimental)
download: see latest version
SCREENIES: https://imgur.com/a/OVHQUGA
cp_subbase_a18
download: see latest version
mid-
rearranged mid, opened up 'crateroom/sewer' area slightly
redone forward spawns
2nd-
added sniper blocking wall
reworked snow so you dont get stuck on pipe
moved health/ammo slightly
made medium healthpack on battlements a small health
last-
removed crate near fish so attackers have highground
cp_subbase_a17d
download: see latest version
changed mid a bit lads
hey, ive been working on this map recently
download: see latest version
last
-the submarine and water have been moved out of the map
-doors are slightly shorter
-added a fish
2nd
-pushed the point back slightly and reworked forward spawn/ near the point
-2nd to mid is changed, 'sewer' type flank has been removed with a smaller room that leads onto a crate being added
mid
-crates realligned
-barracks are smaller
-mid should feel more open
-snow
https://imgur.com/a/zcJqFWU
cp_subbase_a17c