cp_neighbor b3

2cp map in a city inspired by San Francisco and Montreal

  1. Detailing for connect5 submission

    Segab
    • No more dev textures
    • Textured the spawns to an ok level
    • Finished custom car model
    • The door leading to Red spawn near B is back to being one-way, and was moved closed to Red spawn
    • The crates that let attackers climb to A are replaced with a big staircase
    • Added visual warning about the death pit
    • The crates that let defenders climb over the pool fence are smoothed out a bit
    • Some prop variation, thinner windows, etc
  2. more work on skybox, Hotel lobby

    Segab
    • lots of visual updates to Hotel lobby, moved the desk away
    • larger water texture in skybox
    • skybox trees blend better with background
    • closed up both ends of the highroad
    • barbed wire at the top of the smaller building near A
    • some clipping around props
    neighbor_b2_01.png neighbor_b2_02.png neighbor_b2_03.png neighbor_b2_04.png neighbor_b2_05.png
  3. oops forgot to toggle clips in b1

    Segab
    b1 with Clip brushes.
  4. detail pass, highroad in skybox

    Segab
    At this point this is more than just beta1 but yeah.
    • No more grey/placeholder buildings
    • 3D skybox is starting to make sense
    • Various prettier things
    pics later
  5. a bit easier to attack B, improved clipping

    Segab
    • Changed respawn wave time for Red on B to 8 secs (from 6)
    • Wall next to B lowered to make it easier for attackers to shoot the strong sentry nest
    • Wall between Hotel lobby and point now has windows to make attacking B less of a blind guess
    • Added a small side door to Hotel lobby
    • Pushed Red spawn away from side path, should be more viable for Blu
    • Improved clipping around props so Spies don't get stuck and Soldiers don't bump their heads on invisible ceilings
    • Added a...
  6. some detailing around Blu spawn

    Segab
    Couldn't get v.A3 tested so I started detailing around the Blu spawn. Changed the street lines to white.

    neighbor_a4_01.png neighbor_a4_02.png neighbor_a4_03.png neighbor_a4_04.png neighbor_a4_05.png neighbor_a4_06.png neighbor_a4_topdown.png
  7. A is a bit less wide, blocked one path to B, faster respawn waves, detailed some areas

    Segab
    Point A Respawn Wave Time: 8 secs
    Point B Respawn Wave Time: 6 secs

    I didn't forget clipping this time..

    neighbor_a3_01.png neighbor_a3_02.png neighbor_a3_03.png neighbor_a3_04.png neighbor_a3_05.png neighbor_a3_06.png
  8. almost half the width, shortened sight lines, more chokes, 2nd spawn for Blu, no errors

    Segab
    Scaled down a lot of spaces, less streets, more fights should be happening in buildings. Less dark too.
    Blu spawns close to A once it is capped.
    This time properly packed and tested.

    Images

    1. neighbor_a2_01.png
    2. neighbor_a2_02.png
    3. neighbor_a2_03.png
    4. neighbor_a2_04.png
    5. neighbor_a2_05.png
    6. neighbor_a2_06.png