Canaveral [3CP]

Canaveral [3CP] RC5c

  • Fixed an issue with soundscapes/particles not packing
  • Nuked a dev texture
  • Clipping fixes
  • Some texture re-arrangement and changes to be in-line with the asset pack
  • Parity with 5cp and workshop versions.
Keeping it in line with the workshop release

  • Details
  • Geo changes and style changes to mid
  • Some texture adjustments
  • Lots of clipping
  • New rocket tower and models
    • Updated rocket model and new texture to fit the original Saturn V better
    • New animations and updated particles to fit closer to a rocket ascent rate
    • New arms and clamps so the rocket isnt just hovering
    • Skybox versions of all clamps, more assets in the skybox to stop visibility flickers
  • More assets and art around the map
    • Red spawn recieved its first pass
    • Both spawns have a projector with exposition
    • New chair models for Blu
    • Some detailing in less travelled areas
    • New walls for Blu
      • Still trying to lock down the style of Blu last
If all goes well, this marks the last major technical hurdle for Canaveral, and I can move onto final polish and detailing. So far, so good. Lets hope we can see this through to the end.
  • 3cp is back. For 5cp, follow this download
  • Added forwards spawns for whoever owns mid
  • Meanwhile, if someone loses mid, they now get teleported back to main if in forwards spawn. Furthermore, a forcerespawn to try and stop sudden backcaps
  • You can now re-enter forwards spawn, and now has a resupply cabinet
  • Lots of art pass work
    • New models for tower
    • Rocket engine
    • Walls
    • More walls
    • Some lighting changes
    • New buildings between Red yard and Mid
    • Open skybox again
In case anyone is worried, it should be known right now that I still plan to include a 3cp version when this is done. Right now, in terms of layout, there's no difference between 5cp and 3cp. Ideally I'd like to keep it that way.

Whilst 5cp might not be entirely standard due to this, I really want to keep the initial vision I had for this map as 3cp..... even though 5cp plays a lot better.....
Mainly trying to get Canaveral in a more optimised state before I continue with art assets. You'll probably notice some weird clipping and models being removed whilst they get art passed.

  • Closed up the map some more
  • Moved details into the skybox, such as last building.
  • Mid spawn is no longer some weird elevator. Instead, its just a spawn above mid in the tower.
  • Logic regarding this new spawn.
  • Rocket takeoff in skybox should be fixed.
  • Reduced cap time for last spawn
  • Added a medium ammo pack to mid
  • Sunk medium health kit on the boat in mid
  • Added forwards spawns for attacking last.
  • Fixed an issue where people could spawn in forwards spawn in next round
  • Capping second now adds more time
  • Fixed some clipping issues
  • Added a few more props near last to make it slightly less daunting for defenders to push back
  • Reduced health going into last as small kits instead to make it harder for attackers to hold this choke for too long. Subject to change.
Beta 4, added 2 more control points and forwards spawns to test how 5cp works. I'm not entirely sure on this move but there has been quite a bit of request for at least trying 5cp. Not sold on it yet though. No center forward spawn due to a bug yet, but working on something

  • Added 5cp
  • Changed mid
    • More of a hill to make holding the point more interesting
    • Health adjustments
  • Fixed some issues with visibility
    • Moved some areaportals
    • Disabled some areaportals/made them solid for visibility
    • Adjusted some fade distances
  • More clipping around the place
  • Adjusted some health placement. Added some health to otherwise dead space to help both push into last and out of last near monkey spot