Cardinal

Cardinal rc1a

- fixed fence clipping issue and a handful of other bugs in preparation for the Meet Your Map competition
- fixed invis props on 2nd
- fixed nodraw holes
- added shutter door to fountain-side of mid-second connectors
- made second cap slower
- replaced octagon on mid with fountain
- replaced fountain in second with crate stack
- opened passage through shed kind of like granary's Z
- added new barriers to block sightline on second
- added wooden boards to scaffolding on archway into second to let soldiers do wall jumps easily
- repositioned lamppost on second
- put boards over shutters under second
- various lighting and detail touchups
• Connected café/fishery/house with arch, will result in less wrapping and hopefully a general feeling of a smaller area

• Added pill to second balcony from fishery to support soldiers bombing and scout boston basher movement

• Shifted health around the arch area due to new path

• Fiddled with clipping around arch

• Generally started de-cluttering the map as a whole

• Removed lip clipping on various tiny fences

• Made lampposts on arch nonsolid, roamers beware

• Removed clutter ledge on ground of second

• Closed off room below second
- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots

Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3.

Screenshots can be found in the OP.
• Fixed $envmaptint console spam, it was incorrectly formatted model textures within the Frontline pack.
• Removed paint can
• Quickly lit various incredibly dark gameplay spaces: still needs tweaking, but much easier to fight around
• Fixed clipping and blockbulleting on fountains
• Expanded curve route from mid to second
• Removed glass pane on said route
• Added shutter door to side flank into last
• Moved last point forward a tad and added small bridge around hut side
• Honestly can't remember everything that changed - there was a ton of little things

The lighting isn't finished whatsoever and there's a lot of rough edges. Be patient with me. It'll all get fleshed out in beta 2; I just really wanted to push a version of this out with detailing to get gameplay testing.
• Added small ledge to jump up in 2nd yard
• Made high ground on mid smaller so as to make it easier to spam and contest
• Added bit to the open-choke from mid to second to prevent incredibly large explosive jump plays and to segment bombers to individual point zones rather than spanning the choke
• Removed dropdown entirely
• Added small staircase room to the right (attacker's perspective) of where dropdown was, this way retreaters can go back up into lobby
• Reduced overall size of lobby, including pulling in back wall and ceiling
• Reduced whole length of second and yard by 80 units
• Reduced whole length of last by 64 units
• Moved the second point down, opening up the entire area
• Changed the area linking second point to second yard slightly
• Made small shack next to second able to be stood on
• Shifted around right side of second (defender's perspective) to remove cheeky sightline
cp_cardinal_a2

Changes slated for a3:
• Changing forward spawn on 2nd to not be immediately under dropdown (thanks Citric)
• Various larger layout edits based off of higher-level testing

Changes released in a2:
• reduced size of sun to prevent blinding (thanks Zoma, Benroads, Gaz)
• made small jutting building next to second more obvious that it can't be jumped on (thanks Camper)
• Clipped left side (def. persp.) of last's barbed wire better (thanks Benroads)
• Blockbulleted and properly clipped various barricades across the map so you can't get stuck on their feet (thanks Benroads)
• Clipped door with wooden plank on top better (thanks Benroads)
• Clipped dragonteeth barriers better (thanks Benroads)
• Various barbed wires that weren't nonsolid were made nonsolid (thanks degu, Benroads)
• Attempted to fix certain displacements letting stickies through (thanks UstinDoppelQuinn, fahrenheit, Smyther)
• Removed weird oil under 2nd (thanks various people)
• Made shutter door frame nonsolid (thanks Googler, degu)
• Attempted to fix blue shutter door, weird bug (thanks Snape)
• Made last and lobby brighter (thanks Smyther)
• Raised captime for last to 2.4 from 2
• Changed spawnwaves to punish teamwipes slightly more (thanks Snape)
• Blockbulleted the picket fence next to fountain in second yard
• Added patches to health and ammo across the map
• Clipped tank a lot better (thanks Smyther, Benroads)
• Moved tank outwards and left slightly
• Marked where you must stand for the large shutter door to open
• Shortened fence around mid and clipped the outside so parts are walkable instead of jumpable (thanks Ynders)
• Changed explosive barrel models to standard oil barrel models