Conifer

CP Conifer rc4

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Fixed BLU forward spawn not activating properly after B point is captured.
  • Replaced overlay roads with displacements.
  • Added an out of bounds area in place of the orange dev block.
  • Cut down on health pickups near A.
  • Added a create to the vent (which I only now noticed that it forces you to crouch to get into the vent, GG me).
  • Extended the pit under C, added lights to it.
  • Added fog change trigger to the underground area of C.

This is nearing the point where I'm happy with how the map is. Hopefully I can get it into beta within the next 2-3 versions.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Expanded B building.
  • Fixed several sightline issues around A point.
  • Added nobuild to large animal container in C undergroud bit.
  • Removed crate from vent above B.
  • Fixed B point not adding time for BLU.
  • Tweaked respawntimes for both teams for all points.

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Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,493
This isn't really feedback, but this map looks really promising!
But the layout seems interesting, the look and feel looks awesome.

Can't wait to see more.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Added a bridge connecting the to the dropdown doorway in red building before A.
  • Moved the locked door to the other doorway of the tower near A, added 2 sniper windows to it.
  • Added a hole in the wall leading directly onto A from inside of red building.
  • Added a bridge to the suspended bit of red building.
  • Moved the construction shed.
  • Rebuilt A>B connector.
  • Redesigned B building slightly.
  • Added a room connecting the interior of B building to the road tunnel.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Rebuilt part of A-B connector.
  • Added a fence on A to block a sightline.
  • Removed fence from the courtyard between A-B connector building and B building.
  • Added an open boxcar sitting right on top of the reailroad crossing
  • Removed flipped dumptruck cover from side entrance to B.
  • Added an elevated area next to C pit.
  • Fixed one of sniper windows at A being obstructed by model collisions.
  • Fixed being able to climb on top of rocks in the area next to B with non-jumper classes.
  • Changed one of the ammopacks in underground C area to a large one.
  • Changed RED final spawn so that upon exiting the spawn players can clearly see all 3 paths to C.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Added areaportals around A point buildings.
  • Added a shortcut from the windowed tower building near A with the exit near the waterfall.
  • Added a flank around B point chokes, entrance from the waterfall stair shack, exit near checkerboard shack over B.
  • Fixed some clipping issues.
  • Removed a few boxes from B point platform.
  • Fixed being able to shoot through setup doors.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Fixed a displacement clipping through a wall near main A-B entrance you could get stuck in.
  • Removed one of the medkits near A.
  • Widened the wall opening over A.
  • Altered initial area to block sightlines.
  • Added a dropdown shortcut from initial area mine to the mine tunnel exiting next to the waterfall.
  • Added detail to RED forward spawn and small tower near A.
  • Altered RED forward spawn resupply cabinet to turn into a static 2fort cabinet model after A is lost instead of making the cabinet magically disappear.
  • Fixed displacement seam in A-B connector.
  • Added shelf blocking a sigthline through large red building near A.
  • Increased fade distance on areaportal under A.

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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
upload_2018-5-7_15-47-50.png


This detailing looks absolutely stellar. Congrats on Beta!
 

Billo

aa
Feb 8, 2016
921
404
congrats from me too. I think the map looks really cool and i am looking forward to playing it soon.
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
Here's some bugs I found with the current version while playing on a community server.

rsfgXFU.jpg

The top of this rock should not be accessible, since the top of the platform is also not accessible.

OMkd5my.jpg

It is possible to get stuck in this part of the map.

Y9Zm8nV.jpg

It is also possible to get stuck in this part of the map, although here you are required to be launcher by another player or by jumping weapons into this spot.

LnFUjDI.jpg

It is possible to sit here. You can likely use a trigger_push to prevent players from keeping themselves from falling down the chute.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Redesigned tunnel flank to last.
  • Added sightline blocker to area in front of BLU spawn.
  • Blocked off direct route up to the road from BLU spawn.
  • Removed RED forward spawn.
  • Fixed solid cobweb in the building near A.
  • Set prop fades on a bunch of props.
  • Added lamps to shadowy area near BLU spawn.
  • (Hopefully) fixed A cap not adding time for BLU.
  • Fixed being able to get stuck in rocks between A and B.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • "Fixed" item patch overlays rendering through waterfall shed wall.
  • Removed boxes from final point elevator.
  • Increased height of player clip ceiling over final area.
  • Added areaportals to the underground area of last.
  • Lowered the ground around the hangar building balcony, to get up to it from RED side you now need to use stairs at the back of it.
  • Added more shrubs.
  • Added forward spawnpoints in blu spawn that activate with A cap.
  • Made several observer points team-specific.
  • Clipping fixes.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Added a couple of light fixtures above doorways to make them more noticable.
  • Added several occluders to combat bad performance in certain areas.
  • Removed some cover from elevated flank on last.
  • Fixed several displacement problems.
  • Fixed several clipping issues.

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
  • Added a rock formation with high ground in A-B yard as a better anchor point for BLU.
  • Added a gantry crane with a container over B point to cut sightlines around the point.
  • Added an extra fence as cover for mine tunnel flank to B.
  • Added a one-way door to the tunnel exit.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
What worries me about b5 presently is the addition of the crane and shipping container to the final point. This is unreachable by non-jumping classes (except for Scout, who only has one way up, the rocks in the left of the picture) and can be built on by Engineer, allowing for near-complete domination of the enemy team. Could you create some more ways for a Scout to access this top area?
MeFICFt.jpg
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
604
1,200
Anything you build up there is completely exposed from all flanks. Theres no cover up on top so you are on the mercy of BLU snipers and soldiers entering the area from any of the 3 paths.