CP_OBSCURE by byte

"Brief Summary about cp_obscure

When i created the sketches for this map i figured it would need to be a fast paced map yet at the same time a 'slow-down' period on certain points (for example badlands getting to cp3 on the start of the round, to cp4 then when you attack cp5 your team halts (usually) and re-groups to decide which way to attack, sort of a fast-fast-slow paced structure).

I've also noticed that another reason why most clans/players like playing those 2 particular maps is because of the "battlefield" enclosed on cap point 3, it offers every class something to feast their eyes on, i.e. scouts canyon, demo spam/area seizing, soldier aggro/defensive, sniper hidden (canyon/house), spy hidden/ninja in canyon/house(s) and so on...

I have tried to mimic this concept but at the same time add a twist into how the team(s) will attack each cap point. Cap point 3 will be interesting when being tested as I'm eager to see what most clans will make of the layout.

I was tempted to call the map cp_risk as certain parts of the map require the team to make a committed risk and not back out (or they can suffer losing the attack) however I believe the idea i put was to make routes obscure from certain classes to solely own an entire team, hence called cp_obscure.

I'd greatly appreciate valid/useful feedback or criticism please for those who are willing to test this map.
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