cp_satel

cp_satel A8a

This small update brings:
*Added crates and a ramp for defenders to get up on the 'bridge' before last
*Added hazard tape around the cap points
*Clipped off barriers at cliffside
*Removed 1 way door near CP1
*Reduced respawn wave times

As always, all and any feedback is greatly appreciated
This update brings:
*Forward spawn added for Blu next to first point
*Remade flank on Blu spawn to CP1 connector
*Pulled up cliff onto side roof at CP1
*Remade building area next to last, should be better to play around
*Resized CP2's ground slightly - larger now
*Made last more clear as to what it is
*Changed a few textures and walls
*Made the CP2 point larger + cylindrical

As always, all and any feedback is greatly appreciated!
This update brings:
*Added a raised exit to Blu's spawn, to give them some height advantage
*Cut off top area of the side-roof next to first and pulled the building back, giving the area more space and a more open feel
*Pulled back and widened the raised ledge next to first, and rotated the ramp
*Remade connecting building between CP1 and 2, seperating it into two distinct areas with more space for gameplay
*Added cover and a ramp on the shed roof for Blu, as well as added cover and removed the block. This should give them a stronger foothold there so they don't need to be pushed back and camped so easily
*Widened out area at CP2 by shifting some ground around and removing a piece of cover
*Cut the final choke building into 2 and added some high ground in the form of a roof around it.
*Moved the point very slightly
*Changed some health and ammo pack sizes

As always, all and any feedback is greatly appreciated!
This update brings:
*Fixed a long sightline along 1st to Blu's side and from Blu's side
*Pulled out the entrance to the main push route for Blu to 1st
*Added a wall under Blu's roof on first
*Added two new small healthpacks next to 1st
*Added a dropdown that opens up once 1st has been capped
*Added some patches to healthpacks
*Pulled back ground shelf next to Blu's spawn and added crates + a ramp so they can get up more easily
*Added a fence next to Blu's ramp to their roof to block defending sniper sightlines
*Fixed some clipping on the roofs near the reservoir
*Added skyboxes around the map, wrapping tightly, instead of just a cordon
*Actually removed the 1 way door next to 1st

As always, all and any feedback is greatly appreciated!
This small update brings:
*Disabled the 1 way door next to 2nd, too easy for Blu to get there potentially
*Fixed clipping around last
*Blu can now cap by standing atop the point
*Added a spectator camera pointing at 1st
*Removed a pickup set under the map

A few things I forgot to add in last time:
*Fixed being able to build in Blu's spawn
*Added nobuild in the reservoir and on top of the point

As always, all and any feedback is greatly appreciated!
This update brings:
*I've rotated the whole 2nd end of the map, giving Blu a shorter travel distance to the 2nd cap point. The map is probably going to play pretty badly now but might as well see.

As always, all and any feedback is appreciated greatly!
This small update brings:
*One way door near 1st cap changed to open sideways, doesn't click through ceiling now
*Changed around the Red and Blu respawn times.
*Reduced cap time for last by 1 second
*Added a large ammokit next to last on the cliffside
*Added a patch under a healthkit
*Aligned some floor textures
*Some other small miscellaneous things

As always, all and any feedback is greatly appreciated!
This large update brings:
*Reworked last (again!)
*Also added a new flank route going round the side of it, to hopefully give attackers more of a chance
*Added some more cover around the point
*Changed parts of the reservoir
*Added visible slopes at the side, so not just a random clip ramp
*Stretched out side of 'shed' side building to work with the new flank, as well as to give another area to get up on
*Removed raised 'platform' to reduce height difference in the CP1 -> reservoir connector
*Remade building interior of the CP1 -> reservoir connector
*Now has two distinct routes, and the rooms are a bit more open. There is also much less height difference, so Blu should be able to push through much more easily.
*Changed the location of some of the doors to spread them apart further and to help kill that horrific sightline
*Removed and remade the area leading up to the raised ledge next to CP1
*Added new way to get up to Blu's roof area
*Made the area much more open. Hopefully this stops gameplay in that area being so cramped and more fluid
*Added boxes next to the CP1 platform so crouch jumping is no longer required to get up
*Moved Blu's roof back a bit to give more space in front of the capture point
*Flipped the direction of the stairs leading up to the other roof, is much smoother to get up there now
*Lowered the window ledges so jumping is no longer required on Blu's roof to get in the windows
*Added a new out-of-the-way flank connecting the first area with CP1's area, giving spies much more of a chance to go around. This also leads almost directly to the flipped staircase, giving Blu a much better chance of getting high ground against defenders
*Remade first area -> CP1's connector
*Removed the useless healthpack dead-end, now a small side room with a medium pickup set
*Enlarged one of the entrances to the building (Blu's side)
*Moved the other round into a direct way to the staircase for Blu's roof and added a 1 way door to connect that with the main inner area
*Fixed Blu spawn's bodged visualiser (I hope)
*Added flank entrance off to the side to give spies and other team players a chance to get behind
*Reduced Blu's and Red's spawn times slightly

Huge thanks to everyone who playtested the most recent version!
As always, all and any feedback is greatly appreciated!
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This small update brings:
*Ramp near last to give another way up for Red
*A new upper area building near Blu's spawn to give some highground for defenders.

As always, all and any feedback is greatly appreciated!
This update brings:
*Enabled clipping brushes
*Made sure deathpits work
*Moved 1 way door forward a bit, so players aren't confused by it as much

That's all this small update brings! As always, all and any feedback is greatly appreciated!