cp_profront_b3 out now!! http://www.mediafire.com/?jq2ny0bkkpd1p4m
changes to b3:
• Fixed glass on last capture point not being symmetrical on both red and blu sides
• Fixed a small geometry problem that allowed medics to hop on the wall behind point
• Fixed the lighting in the lobby
• Replaced the pipe at the middle choke with a more aesthetically pleasing, geometrically intuitive cliff
• Raised the lights on last capture areas
This map is a modified version of warmfront changed specifically to cater to 6v6. My main intent was to fix ONLY what interfered with game play while leaving everything else under a "IF IT AINT BROKEN, DONT FIX IT" policy. This is the same approach I took with koth_pro_viaduct. Big thanks to chojje and gonfin who actually did the hammer work and followed my suggestions.
Most of my changes revolved around last and trying to make it easier to push. The biggest problem was that the defending team could delay their uber until after the attacking teams uber wore out by kiting the attacking teams uber around the point and through a sentry or heavy. This made the original warmfront one of the hardest points to capture in 6v6. I added a wall behind the point to prevent the defending team from being able to just hide behind the point and kite the attacking teams uber around it.
With the floor of the last point flattened out everywhere it makes more sense for the defending combo to hold up close now that they wont get destroyed by high ground advantage for standing in the middle of the room. This allows the defending team to pop the attacking teams uber earlier in the push.
To counter-balance the sooner uber fight that the map's geometry is forcing I turned 2 out of 3 doorways into simply hallways to reduce the strength of sticky traps. It's still possible to sticky in the far side hall doorway, as that remains the same, but the center and doorway on the other side are now hallways.
Added a pipe that would prevent the horrific forward spawn to cliff sight-line where snipers could pick people coming out of spawn when the source engine wasn't even drawing the wall behind them. This pipe also clips off the middle entrance to mid making it harder to bomb the medic at mid.
Added more surface area where you could cap the middle point, which will make the mid fight the same but we will see more turnovers after that since it should be simpler to re-take. The current version of mid is really easy to defend because you could wait for the entire attacking team to get on the point and then bomb on them and spam them out inside a tiny area which walled them into basically a can of spam. The middle area is actually the same, its only the point layout that changed.
Play test this version :) I think warmfront deserves a fresh breathe of life, as the original coldfront was one of the least play tested maps we use in ESEA. We even saw granary get recently changed not so long ago after it was released in 2007. Warmfront is actually one of my favorite maps but I agree that the amount of time spent on last ruined the fun.
Last edited: Fri, 16 Mar 2012, 04:22pm by Vhalin