Coppice rc1

Fight over a sleepy lumbermill-turned-launch-site in remote appalachia.

  1. rc1

    i think i burnt myself out pretty hard with this - a whole iterated, artpassed map in a month and a half, and fourth place in a contest! happy with that. after some post-contest tweaking, i'm content to call it finished with this last bit of spitshine. nothing's perfect, for sure, and the gameplay coppice offers isn't for everyone - but that's alright! good enough is good enough, and i gotta call things done at some point. :)

    coppice can now be found on the workshop:...
    Mâché thanked this.
  2. b2

    b2 changelog:

    During contest playtesting, people learned how to play the map, new strategies emerged, and the balance shifted dramatically in places. This version is aimed at addressing these discovered imbalances.
    - Named the map Coppice
    - Fixed red arrow sign clipping through ceiling at A when receding into the ground on A capture
    - Made walkable chickenwire darker to be more easily readable
    - Increased setup time to 70s (from 60s)
    Changes to A:
    - Added back barrels by the raised area
    sniffy194 and Gravidea thanked this.
  3. b1c

    b1c changelog:

    - fixed RED's side of the B short route opening half as fast as BLU's side
    - minor clipping fixes
    - fixed a few small nonsolid props
    - visual touch-ups
  4. wow this was only like ten ish days

    b1 changelog:

    - artpass!
    - fixed sniper headbug at C
    - made it easier to climb the rocks at the back of C


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    toopliss thanked this.
  5. a7

    a7 changelog:

    - fixed door timings on A capture
    thought i named some doors separately and didn't think about it when setting a delay. oops.
    - readded a missing brush by the fence near the bridge
    - B changes:
    -- changed back wall. RED have direct access to the point and high ground area now.
    -- switched positions of full and medium ammo near capture zone
    -- added medium health kit to back staircase
    - C changes:
    -- blocked up middle window at high ground


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  6. a6

    a6 changelog:

    twice during a single test RED had an extremely strong hold that has never happened before. hopefully that was the exception and not the rule. the strongest A hold has been weakened a bit, in case it was because people are more familiar with the map now.

    - A changes:
    -- moved pickups to a more vulnerable position
    -- reduced capture time to 30 (from 35)
    -- added a window by the raised area beside the capture zone
    -- punched a really big hole in the wall (i am very strong)
    - B...
  7. a5

    a5 changelog:

    - lowered the rock by BLU first spawn to make it harder to get cheeky jump shots over the shack roof
    - A changes:
    -- increased capture time to 35 (from 30)
    - B changes:
    -- removed small health and medium ammo in the short route
    -- added medium health and full ammo by the boarded window
    RED should be encouraged to hold around the point building and adjacent areas instead of forward where they'll be wiped and rolled.
    - moved health+ammo before bridge back into the corner
  8. a4

    a4 changelog:

    please stop praying for BLU team they have become too powerful and we cannot stop them

    - round timer caps at 8 minutes (down from 10)
    - RED respawnwavetime starts at 7 (down from 8)
    - A changes:
    -- capture time increased to 30 (from 10)
    BLU taking A tends to be fairly decisive, and RED had a hard time establishing at B before BLU arrived. this should give RED some time to breathe.
    -- A capture awards 4 minutes (down from 5)
    -- added a slight bit of cover before the entrance...
  9. a3

    a3 changelog:

    - changed A
    -- moved outside pickups into a slightly more vulnerable location.
    A played about how I wanted it to, although it fell a little too decisively for some players' likings.
    - changed B
    -- removed Window Gameplay
    it was an interesting idea but not appropriate here. RED got easy shots from a pretty nasty defensive position and players didn't expect it to be open, wanting to focus on fighting in the choke instead of through the windows.
    -- added another route into point...
  10. a2

    a2 changelog

    - changed A
    -- the capture area is further away from RED's entrance, allowing the previous direct entrance to act as a flank
    -- added a medium health kit nearby the point, positioned to help whoever's holding the capture zone
    - changed B
    -- rearranged bridge interior to make it a better combat space
    -- RED should find it easier to push out and clear the high ground
    -- high ground does not go as deep into the flank now
    -- added a small area for BLU to safely avoid the sniper...