CP Riverside

CP Riverside B6

Changelog

A medium healthpack leading from mid to second has been changed to a small

Wall added near last's point to give attackers a little extra time to cap

Last has been reworked to provid different height and such

Moved a supply cabinet around in the last spawn
Fixes to spawntimes.
Changelog:

Changed the texture on the chicken wire to make it more visible

Moved the dropdown in the building leading from second to mid back

Second's capzone height was decreased so it cannot be contested on the cover

Clipping fixes

Mid's spawnrooms have had their door sizes increased

The ramp leading to mid has had another ramp added to it

Moved the last point on each side forward another 64hu to give attackers a little more chance to cap

Spawntimes adjusted again

Some patches for health and ammo weren't showing, it has been fixed

More detail
After a few weeks, I am back once again! This time with some more drastic changes.

Changelog:

Fixed some clipping issues

Made second a bit larger

On second, the building overlooking second (the one with the pile of wood) was reduced in height to remove fall damage

Removed a medium and small healthpack from second

Changed respawn times again

Moved some health and ammo around in places so they are seen by both teams when attacking or defending

The railings were all made nonsolid

The fences near mid had chicken wire placed behind them to signal that you can't shoot through them

Detail changes

Distance between second and last increased by 192HU

Distance between spawn and last was increased to give attackers more of a chance

Optimisation changes added too
Moar updates!

Changelog:

Another pass of artwork has been done

Added a new route leading from the building overlooking mid (The dead end one with windows that are blocked off) leading to the wide route nearest to it. This should make it easier to kill the snipers and such on the bridge overlooking second (I'm looking at you Roll!)

Added a medium health pack under mid's bridge

Fixed the issue where sentries were shooting through stairs

Removed the bigger barriers on mid's bridge to smaller barriers

Changed the water texture size outside of the map

Spawn times adjusted (again)
Here I am, with another update!

Changelog:

Updates to detailing, out of bounds, skybox such and such.

Lighting changes

Spawn time changes adjusted slightly

Some clipping stuff was reworked

Textures fixes

Other small changes, enjoy!
Well I did it, finally moved to B1!

Changelog:

Well it's actually pretty now, basic detail includes roofs, textures, clipping, all that jazz

Spawntimes adjusted again (requires testing)

Fixed an issue where you could get stuck when running out from under mid

Removed a small health on second

Small changes here and there

Enjoy!

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Back with a new version, here's a changelog!

Changed the building overlooking second to be smaller and so you can't shoot out of this. This'll be good for spies and ninja engies or if you need to cool off for a moment and plan

The building on the flank route going from second to mid had the building removed and a platform added to add height and make it a little less boring

Mid's bridge has been reduced in size a little so it's less cramped and the point size was decreased in size

There was a building added to last so that spies could counter the sentry nest built above spawn

Spawn times worked around a bit more, hopefully this'll balance things and make last a little easier to cap

Other changes were done but I forgot them. You'll notice them though.

Enjoy!
Hey I'm back with some updates.

Changelog:

Mid's shape has been changed to be less boring

Removed some ammo in the building leading from mid to second

Glass texture has been changed

Sightlines worked on

Other small changes.

Enjoy!