cp_redrock a10

First attempt at a 5cp map with a competitive focus

  1. 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
  2. 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
  3. 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...
  4. Small bug fixes

    ммα | ∂αиỉєℓ
    Some things I forgot to include
  5. 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...
  6. 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...
  7. 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...