Cp_Intrusion

DynCP Cp_Intrusion a6

Change log will come soon, but this is mostly lighting fixes and a spawn change from a5.
Ohh my god so much stuff to log...
Just know that some layout changes were made and the artpass is 90% complete...
Ill edit this later
Fixes:
- Built more cubemaps
- Fixed lighting in areas
- Fixed a visible nodraw
This is the largest update for this map since its release!
Change log will be big
Overall Map:
- Added area portals
- Built a few more cubemaps
A:
- Detailed outside area, and added festive lights to the inside of A spawn
- Added a warning for the B cap event upon capping A
- Detailed inside of A
- Added a forward spawn for BLU upon capping A
- Moved various HP/AMMO packs around
- Added a MAJOR new connector for A > B
B:
- Added a MAJOR new connector for A > B
- Detailed A > B connector
- Red forward spawn, that should convert to a BLU forward spawn upon capping B
- Detailed existing B > C connector
- Added 3 routes to B
- Detailed B
C:
- Mostly detailed this cap, added better signage
Yes that evil map with the rediculous death pit and lack of forward spawn is back!
Changelog:
- Cleaned up areas on A
- Detailed areas more likely to stay in the layout (partially as to represent what they will be in full detail)
- Fixed the doors, Both by reds spawn door that leads into the boulder ally on C, and the spawn door on A (BLU's initial spawn) that was refusing to open.
- Added Forward Spawn for BLU upon capping A (Location EXTREME subject to change, were experimenting)
- Fixed lighting, built cubemaps for areas that needed them
- Added to the pit: A small beam that isnt destroyed by the boulder, and a meduim HP kit spawns on top of it. (Extremly subject to change, again were experimenting)
- Nobuilded the pit, and the death trap on A. (Thanks Darren, Engineers are evil)
- Added onto the existing right flank route from B > C
- Changed textures to brighter in certain areas, for consistancy and brightness
- Fixed 'make shift' lighting in areas were lighting was choppy or lacking
- Moved HP/Ammo around, as well as changed some from small to meduim and vise versa. (Most present on A)
- Added large displacement on A to block sightlines, in front of trap.
Changes:
A:
- Detailing and major overhaul for changes on the inside of A
- Trap door is now functional, it is a slow-ish door that has a full HP pack on it. (risk/reward situation)
- Sightline Un-Nerf'd (to an extent)
B:
- Added a new flank option on capping B in the area that the boulder opens
- Covered up the death pit, BUT it does get opened by the boulder and is still in affect after B is capped.
- Split the 1 giant board the boulder smashes into 4 smaller ones so you can better see the boulder coming
- Added doors that open upoon capping B that open flank routes for Blu
C: Changed areas leading from B to C, specifcly making the flank route to the right a more viable option.

To do:
We are discussing potential areas for a forward spawn, as we know one will be needed.
On C, the rocket model from dustbowl does not look correct, I have tested it and it is not possible to abuse but it does not look right in-game.

Feedback Needed:
Flanks Positives / negatives
Possible forward spawn areas
Health/Ammo placement
Too minor changes to make A2
- minor sightlines nerfed
- removed trap door trigger & replaced func_door with normal brush until I can fix it
- Slightly increased time for cap event on B
This is the update that allows me to add the download of the bsp file.
The LEAST hyped update from this map has FINALLY arrived!
- Connected A + B + C
- Increased Cap Times
- Minor Detailing
- Major layout changes and many flank routes added
- Sightlines nerfed
- Healthpacks and ammo packs added (Will need feedback on placement and tips on how to improve placement)
- Cap A has been made on my computer with the logic for the map,
- Cap C has been made and has the lighting for the map, so A will be fullbright until they are connected on a single file.
- Cap B is still in planning, and will be made today or tommorow.

Notes:
Expect A1 to be released with LOTS of horrible sniper sightlines, and clipping issues soon.