cp_basetop

cp_basetop a10b

UPDATE LOG 13:
The update everyone was waiting for, the map being re-scaled!

- Re-scaled map (obvious)
- Reduced flank hallways by half (feedback said they were long and op for snipers)
- increased capture zone areas near spawns
- added signs to points
UPDATE LOG 12:
State tests slowed updates this week so i'm running a small patch to some feedback from the play-test weeks ago.

- Removed fan props, because someone said they were dumb :(.
- Replaced entire blu's base with red's base layout (blu's base was really out of scale compared to red base, so I had to replace it.)
- Removed MOST decals (scaling reasons.)
- lowered spawn entrance roofs (will apply to entire bases soon)
- Replaced full health-kits near first points as small health-kits. (feedback said that full health kits were really op when near points.)
- Cutted block that first points were on by half (defenders had a hard time getting on point and defending it with the points unreachable without the ramps.)
UPDATE LOG 11:
oops, capitals were in the files of the map, removing them with some extra stuff (this version will go into play-testing)

- Removing capitals (already knew that but okay)
- Adding/removing props and brushes to help with sniper sight line issues
- Added HDR support
UPDATE LOG 10:

- REMOVED death pit below mid (I changed it to a 2fort like tunnel way but its gravel.)
- Added cube map reflections.
- Added textures to parts of bases, and new tunnels.
Removed posts that were in point that killed you.
UPDATE LOG 9:
Snow in PA almost made me lose power twice, but that doesn't mean the map is late.

- Added hurt_triggers to forward spawns so a team that lost the point won't be stuck in spawn rooms (or kill the other team in them.)
- moved first cp in both bases a little back (almost where the 2 windows are.) also added props to cover point.
- Starting to add textures (thankfully they should be packed)
- Adding nodraw and func_detail to certain blocks.
- Reduced width to initial spawns.
UPDATE LOG 8:

- Both red and blu have 90 degree angle turns after the first point of their bases is captured! The angles took half as long as how long it took for me to make the forward spawns! The new angles are in a big testing phase!

- added props to tell control points (and in forward spawns.)
UPDATE LOG 7:

- added logic autos to disable forward spawns on new rounds (found out by myself.)

- added nodraw on outside blocks.

- added door frame props on spawn doors.
(map updates will resume soon)
UPDATE LOG 6:

- This update mainly focuses on the forward spawn linking, they are only at mid, but they finally work. (I'm just excited because it took weeks to find out how to do 5cp forward spawns!) Any glitches in them? say them in the discussions.

- Added tall wall at final points (both bases)
UPDATE LOG 5:

After some thinking and help, this is my test version of alpha 3

- There are NOW forward spawns ( i need help on how to link and activate rooms/spawns when mid is capped. so they are where they are located for now.)
- changed the first base cap point. (screenshots soon.)
- added 2 different bridges so attackers can have more than one way to get to the enemy base.
-there are walls at the forward spawns so defenders of mid don't get easy passes with resupply.
-added wood walls so attackers that spawn at mid son't get sniped by snipers (mostly.)

TRYING TO FIX 2:

- trying to make forward spawns linked to mid.
- thinking for second cap look idea.
- walls for first cap.
- packing textures