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Vilepickle
26th December 2007, 03:51
CP_Castle3 is out now.

Sorry for contacting you so soon about the cp_castle map again, but there were a few major bugs in the cp_castle2 release that I needed to fix as soon as I could. (changelist: vilepickle.com/map/readmes/README_cp_castle.txt )
You'll want to download "cp_castle3" from one of these locations:

fpsbanana.com/maps/36321
vilepickle.com/map/cp_castle3.zip
vilepickle.com/map/cp_castle3.7z

This will be the FINAL update to this map. Again, sorry for the inconvenience this causes, I really don't like polluting the pool of map versions any more than admins or players do. I can't live with a buggy release though, so this fixes my unfortunate mistakes.

Parva
26th December 2007, 05:07
Thanks for letting me know, I'll get this added as soon as poss. Cheers.

D0c
26th December 2007, 11:49
Updated and rolled out out as cp_castle3 in Clanforge, restarting public #15 in 10 mins

maDDin
26th December 2007, 17:04
Played your map today! It's great and one of best custom maps but there still some things which are some sort of annoying. 1st is the ability to watch RED cap point when you are BLU and dead. (Dont know if you are also able on dusty for example) But the enemy exactly knows the position of REDs sgs.

And the other one is the Fence in part 2. You are able to shoot over it. Dont know if you are supposed to. :s

http://img152.imageshack.us/img152/1376/cpcastle30000vl1.jpg

Vilepickle
27th December 2007, 06:18
Those are pretty much intentional. The camera thing is interesting, but it helps for offense because they have such a large trek sometimes that it can help break up very solid D's, which I like. Plus one can place a sg out of that area which is helpful.

The wall/pipes thing has also been left in for a long time (early betas) because I thought it added an interesting element to the start of the game :) Plus that shouldn't be bad since blue's spawn is only 5 sec MAX and they're right there anyway. Kind of the "newb controller" wall with stickies :P