cp_logjam

cp_logjam rc12f

raised the bridge over choke and clipped it more aggressively
replaced the big rock on mid with a shed that is better used for high ground
fixed a floating block of concrete at last
Fixed a broken displacement on second by spire
fixed some several year old z-fighting on saw room exterior.
fixed some broken trim at 2nd that was eating splash
Out with the old, in the bold!

Logroom is different.
Making more modifications... getting closer.

Fixed a fair amount of clipping around, should be less dumb spots.

Biggest change was moving the arch at cave back towards cave to allow easier bombing out of cave.

Also changed sightline blocking at last - made it a brick instead of boxes for smoother gameplay, better height, less splashbug.
Here's pictures of the current official version of cp_logjam_rc5 to be used in Ozfortress this season.

rc6pre2 is the current WIP version.

Note for you serious artsy mapper types out there, yes the version type is RC but it's not very polished anymore. We're messing around with finicky little competitive mapping things and I like to iterate through ideas quickly without a lot of detail, so the detail is varied throughout the map at this time. Once we're slightly more concrete, I'll do a final artpass.

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Made some fixes from b4nny's live stream.

- Disabled collision on a chimney above choke to remove the hilarious roamer spot.
- Lowered the main lobby exit some more to further mitigate sightlines
- Adjusted location of health/ammo on 2nd to space it further from lobby.
- Removed ghost clipping and a floating block in lobby
- Fixed a glitched out areaportal in the roof of lobby.
- Adjusted a cliff wall in cave that fixed a sightline to lobby.
- Removed glass from the last point tube.
- Lowered the window out of lobby to 2nd and adjusted the roof line to make it easier to get up to.
- Added a fence on the ramp by 2nd's battlements to remove sightlines from forward spawn.
- Added a box at last and adjusted the walls in lobby to mitigate the sightline from spawn door to lobby when pushing in on the right side of last.
From RC5:

Replaced the box stairs @ 2nd with a ramp.

Lowered the main lobby exit onto 2nd's door height to remove a silly sightline when crouched.

Removed the blast barricade prop in lobby to give more space, less splashbug. Added a small wall on height to mimick it's sightline blocking.

Added a window out of upper left exit of last to gain height onto point.

Moved forward spawns at 2nd back up into the lobby building's structure.

Removed the bigass wall from last.

Added high ground on the right side of last (defender's perspective)

Added a raised walkway around last cap point