alleycap

alleycap b1

Stuff i changed:
-Lower side areas now connect to the CP via a tunnel
-Higher side areas now have a doorway to the CP
-Changed the courtyard area a bit
-Added another small medpack and ammopack
-Lightning is now less boring
-Ropes!
-(most) issues i got from feedback were adressed

Custom stuff i added:
-Coffee machine and bonk machine models made by boomsta
-Some textures from the Frontline project

Overall i hope more areas of the map will see combat and that mid will feel less cramped.
A5 Notes:
-Lowered point to the ground
-Catwalks by the middle area are now smaller and have less hand rails
-Added a small plataform on top of the point
-Changed healtkits on the higher area to be small ones
-Changed first set of stair on the right side
-Clipped the "crate" climb on the left side to make it a smooth climb
-Left corridor is now less cramped and has a door to block sentry sight
-Elevator doors are now two-way
-Elevator area is now acessible to any class
-Made some routes more noticeable with lightning / signs
-Fixed a spot where players could get stuck

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A4 notes:
- Sewer ramps are now wider
- Worked more on the side areas
- Added a one-way flank route at the top side area, accessible only to jump classes
- Hole under the Control Point is now circular and smaller
- Hole under the Control Point now has a gate that closes each time a team holds the point for 30 seconds and opens on each point capture
a3 Change log:
- Control point is now static (the moving entities probably caused a server crash)
- Removed death pit
- Added new areas to the side of the map
- CP platform cables are no longer solid
- Doors to the right of spawn are now wider and two-way
- Removed most env_sprites from lights
- Added 2 more small healthkits
- Added Cubemaps
- Burning oil drums no longer hurt
A2 notes:
*added 3d skybox
*added viewpoints for spectators/dead players
*more detailing
*fixed some floaty props and overlaping textures