cp_mist B2a

A competitive 5 cp map with a jungle theme

  1. Minor fixes

    * increased gap between mid point and pillars so snipers cannot jump onto them (a regression caused by raising midpoint in the previous update)
    * removed the boxes by the dropdown from upper to last (could be abused to get a sniper to upper too quickly)
    * fixed missing clipping by the large fan
    * added collisions to the small fan props near 2nd (you could jump through them previously
    * lowered cubemap resolution to lower filesize (didn't make a big difference)
    * changed the skin of the...
  2. pretty polish update

    Updated the detailing for my contest entry

    It still isn't 100%, but its much better than B1, i'll be updating this later to improve it further.
  3. The first detail pass on mist.

    The detail pass is still a work in progress, but most of it is there

    Layout Changes:
    - expanded last a little and added a box
    - added a branch to the vent route for main choke
    - adjusted the main choke a little bit
    - added some cover to mid
    Detail Changes:
    - made all remaining brush terrain real terrain
    - expanded skyboxes
    - added a base layer of detailing
  4. An update that actually improves things.

    This update removes uneeded paths and improves mid and chokes for better gameplay.

    A14 Changelog:
    - removed lobby to gravel route on last
    * added a shutter to last highground
    * lowered eleveation of the entire mid
    * changed the shorter B-mid route to be less viable
    * added ramp from B to main connector
    * added pillars in mid to make some fight space
    * relocated forwardest forward spawns
    * many medium hp packs are now small
  5. Cleanup update

    The mid in a12 was way too large, although the walk times were still short, this update cleans up the areas between mid and 2nd alot to make mid feel smaller and the areas more fightable.

    Mid going some layout tweaks as well.

    A13 Changelog:
    * removed the pipe overlooking mid
    * adjusted connecters to be more choke like
    * removed the shutter in upper
    * added buildings to mid
    * compressed mid's height varience
    * changed a few other minor things
    * updated signs
  6. The competitivly viable update (maybe)

    After running some tests in lobbies some major design issues with the map became apparent. This update should fix most of the issues, especially the excessive highground on 2nd/last and the mid to 2nd short rotation times. Mid has a new layout, again. It will probably need more iterations before its solid.

    A12 Changelog:
    * Moved the glass dome thing from last to 2nd
    * Reduced available highground near last
    * Lowered 2nd point and cleaned up its basement
    * removed highground from bridge...
  7. quick patch

    fixed missing assets
  8. Mid to B route update

    Updated the main mid to B route.


    1. 20180224014133_1.jpg
  9. TexturePolish update

    I swapped my ugly dev textures out with approximations of what the final textures will be.

    Many minor things were changed to make the buildings seem more logical.
  10. The make last defendable update.

    Various tweaks to the layout to let the defenders have better control of the area above last, and overall make it harder for the attacking team to control the area.