cp_redrock b1

First attempt at a 5cp map with a competitive focus

  1. Beta time

    ммα | ∂αиỉєℓ
    After a long while of small tweaks, we've hit beta

    Some minor changes

    - Fixed some clipping issues
    - Redid the brushwork around staircase in connector to last
    - Made the door in shed on mid wider
    - A bunch of brush and displacement updates

    I have also done an artpass. Not final but just to get an idea of what theme I want for this map

    Images

    1. 1.png
    2. 2.png
    3. 3.png
    4. 4.png
    5. 5.png
    6. 6.png
    7. 7.png
    8. 8.png
  2. Minor fixes and additions

    ммα | ∂αиỉєℓ
    What it says on the tin. Added some small additions and fixed some problems with movement here and there. Woo
  3. The version skippening

    ммα | ∂αиỉєℓ
    Was in crunch mode to finish a version for my graduation and forgot to update. Not a lot of changes but still new, so that means it's better
  4. Comp update

    ммα | ∂αиỉєℓ
    Update so big, skipped 3 versions

    Thanks to @lucrative the map went through some major changes

    Some of the bigger changes

    Last
    - Added a new route from lower lobby to point
    - Decreased the size of the cap
    - Removed the route that was stuck to the side
    - Made clearing lobby easier
    - Added a way for defending team to get on the highground on the right side

    Second
    - Added a drop-down entrance to second
    - Moved forward spawn to the balcony
    - Moved a lot around in...
  5. Small bug fixes

    ммα | ∂αиỉєℓ
    Some things I forgot to include
  6. Spring update

    ммα | ∂αиỉєℓ
    Mid

    - Decreased the size of the sheds and turned them around

    - Made the side route curve in to face the point for attackers

    - Removed sneaky route near stairs

    - Added a new route between connector and side route

    - Removed the open choke that led from mid to second

    - Added a new route that leads from connector to mid-low

    - Removed one of the tunnels in connector leading to mid

    - Moved the remaining tunnel more to connector to decrease sightlines

    - Removed shutters


    Second...
  7. Update 2: electric boogaloo

    ммα | ∂αиỉєℓ
    - Heighted flank route to second to avoid confusion

    - Textured more areas for navigation

    - Art pass done on forward spawns, no real reason I kind of felt like it

    - Made all signs not solid

    - Downscaled most of the doors, no more giants allowed

    - Added additional signs for better navigation

    - Reworked last to give defense more cover and high ground options
    • Added cover to spawn side of the point
    • Reduced size of side staircase for quicker traversal
    • Reduced size of initial...
  8. Big update

    ммα | ∂αиỉєℓ
    - Rescaled map (last, connector to second and connector to mid) no more marathon running

    - Moved med packs in connector to last so people won't just run into them

    - Small optimization (area portal, hints)

    - Added extra lights

    - Reworked the open choke from mid to second

    - Added extra path between mid and second point

    - Added additional signs for navigation

    - Started adding props to give areas more flair for navigation

    - Changed forwards spawns to insta-respawn players who are being...