cp_chateau x5

Single stage 2cp A/D

  1. cp_chateau_x4

    JeanPaul
    I went ahead and did the first texture pass on the whole map because why not. It should help explain the architecture a little better in addition to helping with players orientation in a few spots. The lighting is still just temp placeholder dev stuff though. I am also still open to any potential pathing reroutes or layout additions if needed. I just wanted to test it a few more times and I figured why not have the general texture concept in during those tests. (back of A area might need some changes but im not sure what yet).

    A
    -Time given on cap down from 9 to 8 minutes
    -Opened up the hallways in the suspended buildings a little bit
    -Set all white brick suspended building windows to two way glass
    -Added some red cover and height on left side (as red facing blu first spawn) of the first area
    -Removed one of the suspended arms off the back of A white brick building

    B
    -Time to cap down from 10 to 9 seconds
    -Simplified outdoor plank area attached to main hall
    -Plank area healthpack down from full to medium
    -Simplified area just outside red spawn to be a lot less confusing
    -Widened secondary spawn exit suspended path area
    -Added second resupply cabinet to red spawn

    Pictures of shiny newness

    1.jpg 2.jpg 3.1.jpg 3.2.jpg 4.jpg 5.jpg 6.jpg 7.jpg 8.jpg 9.jpg
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