cp_mist RC1d

A competitive 5 cp map with a jungle theme

  1. Cleanup update

    The mid in a12 was way too large, although the walk times were still short, this update cleans up the areas between mid and 2nd alot to make mid feel smaller and the areas more fightable.

    Mid going some layout tweaks as well.

    A13 Changelog:
    * removed the pipe overlooking mid
    * adjusted connecters to be more choke like
    * removed the shutter in upper
    * added buildings to mid
    * compressed mid's height varience
    * changed a few other minor things
    * updated signs
  2. The competitivly viable update (maybe)

    After running some tests in lobbies some major design issues with the map became apparent. This update should fix most of the issues, especially the excessive highground on 2nd/last and the mid to 2nd short rotation times. Mid has a new layout, again. It will probably need more iterations before its solid.

    A12 Changelog:
    * Moved the glass dome thing from last to 2nd
    * Reduced available highground near last
    * Lowered 2nd point and cleaned up its basement
    * removed highground from bridge...
  3. quick patch

    fixed missing assets
  4. Mid to B route update

    Updated the main mid to B route.


    1. 20180224014133_1.jpg
  5. TexturePolish update

    I swapped my ugly dev textures out with approximations of what the final textures will be.

    Many minor things were changed to make the buildings seem more logical.
  6. The make last defendable update.

    Various tweaks to the layout to let the defenders have better control of the area above last, and overall make it harder for the attacking team to control the area.
  7. Backcap fixes and some detailing

    * Closed lower shortcut from base to mid
    * Added a bridge from Base to B
    * Opened up the ramps to B a little bit
    * Adjusted mid a bit
    * relocated the 2nd forward spawn
    * started the detail pass near spawns
  8. Mid version 3 update

    + Built a new mid
    + Upper now has a 1-way door to mid

    The last forward spawn is in a kinda meh
    spot, but IDK where else it could go, I'm
    open to suggestions.
  9. Major Overhaul

    + Removed Deathpit
    + Put some cover over last
    + Redesigned mid entirely
    + Removed ramp to upper connector
    + Changed lower base->B route
    + Other minor fixes

    I blocked off the upper area to non-jumper classes, it was just too abuse-able by snipers. They can still get there if an engie sentry jumps and builds a tele though.

    I also Scrapped mid in-place of a new one. Its much simpler now, maybe thats good, or bad, i'll have to see how it plays out.

    Overall the map is more...
  10. Cleared out the Base->B area

    + Opened the Base->B connection a bunch
    + Opened window overlooking last
    + Added window to upper connector
    + Adjusted pickup locations (near Base->B)
    + Other minor fixes