cp_logjam rc10a


  1. jenkins, don't bore me with details

    -fixed a hole in the floor on mid
    -fixed a hole in the mid bridge ceiling
    -removed an extra set of lights above logroom's exit on mid
    -raised the little roof over the upper lobby exit to make it less obvious you can't stand on it
    -made it so you can't stand on the roof lips of the tall buildings on mid
    -fixed a broken displacement you could stand on at red 2nd
    -adjusted displacement ground in front of spire
    -playerclipped literally all of choke to hopefully eliminate a weird glitch
  2. rc10: the streamlined edition

    rc10pre2 -> rc10

    larger changes:
    -raised DA ROOF in upper lobby exit
    -made ramps up to the window in upper lobby exit rather than boxes
    -removed detail balcony on the side of mid
    -made choke flat ramps instead of the displacements for the sake of consistent jumps - note the planks at the transitions are not solid to players or explosives / splash
    -changed the ramps up from 2nd to mid in logroom to be much more streamlined / easy to back out / push
    -adjusted the weird corner of mid to try...
  3. holy clipping batman

    smoothing out a ton of crap. like, a ton, of crap.
  4. mid tweaks

    made the mid cap trigger square, replaced sheds with rocks (lol)
    changed mid's cap area so people with CFG's can still see the edge
    added a fence, hoodoo, platform on mid, removed the hut
    marked spire's capzone as well
  5. hotfix inbound

    fixed clipping above choke on 2nd
    fixed broken displacements on red side above choke @2nd
    made the upper / lower lobby connector doorframes a bit smaller added block bullets to them
    fixed a bad displacement under spire at 2nd that caused a bit spire to be floating
    fixed displacements in cave that had holes in them
  6. holy streamlining, batman!

    -moved the HP from left mid to be right by the ammo
    -reverted logroom's upper exit to RC7 (flatter)
    -moved small ammo off of the arch on mid and moved it closer to the huts
    -adjusted the concrete blocks on mid to make it a bit more open and easier to move up to them
    -made a fence in cave continue a bit for splash bug purposes
    -removed some useless props in cave
    -did a little clip fix on mid
    -cleaned up some props in logroom
    -adjusted the fence by logroom on 2nd to prevent splashbug...
  7. a little test

    Trying something with mid, for the 100000th time
  8. feedback from lucrative's map showcase!

    cp_logjam ->rc8
    -adjusted the doorway at the building on cave and adjusted the geometry in the building itself to make it easier to clear when pushing out of 2nd
    -fixed being able to stand on a roof above cave's building exit
    -drastically raised the height of the bridge at choke. Need to keep it to prevent ridiculously high bombs azzwzwaznd for optimization sake, but this should allow better high bombs through choke
    -adjusted the location of the sheds on mid
    -raised the level of one of the...
    Gorgonzilla thanked this.
  9. A bunch of little details, but there's always more...

    Wanted to clean logjam up a bit for it's official rc7 release. Still have a couple minor issues on my list but pretty happy with it at this point.

    fixed the catwalk around last point not lining up with itself
    added trim at the big block on the right side of last
    added more trim in the upper left exit of last
    added mashed potatoe.
    added actual light props to the upper left exit of last
    added more trim in lobby
    fixed dark logs in logroom
    detailed logroom a bit more
    added trim on the concrete...
  10. A slight change on mid, last pre rc7 version.

    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