cp_shiro

cp_shiro a3

cp_shiro_a3 changelog

Gameplay Alterations
- Added some blocking doors on the wide flanks around the outside of the map that lower once second-to-last is capped, to restrict movement toward mid while retaining open movement to and from second or last

- Inserted wind drafts into the secondary towers to allow faster access to the second floor for non-mobile classes
- Added blocking doors preventing access into and out of the secondary towers that enable quicker access up the tower once mid is capped

- Added glass to midpoint room so snipers can't do cheeky spawn sniping from up there
- Added some signs in the central tower's lower floors pointing toward midpoint

- Added some more lighting to the third floor

- Widened the ground floor doors into the central tower to make them more visually prominent
- Added full health and ammo packs to the dojo on the ground floor

- Added some more crates to the stone rooms near spawn

- Roofed over the exterior second floor walkways and clipped off said roofs, to stop jumpers freely flying across to the other side of the map

- Added some crates next to forward spawn

- Filled empty space near second point with sakura tree and moved the health pack next to it
- Added a building on the very corners of the map near second to fill space
- Added a new below-the-death-barrier bit next to this building for aesthetic
- Created a hopefully lucrative engi nest space created between the existing wall and the new building

Fixes
- Removed some allegedly problematic areaportals
- Curtailed some func_visclusters to hopefully improve performance slightly
- Addded func_respawnrooms to forward spawnrooms
- Corrected the cap_point_base textures for last
- Changed the water texture to one that isn't broken

- Clipped away the support beams on the wooden walkway near last
- Clipped off the turbines and upper rooftops of the spawn pagodas
- Properly clipped the cliffside rooftops near last for better walking experience
- Properly clipped the wall outside forward spawn
- Properly clipped the roof of the second points' pagodas
- Properly clipped the roof of the last points' pagodas

- Aligned all of the textures of the wood planks

Other changes
- Added some decorative brass trim to the respawn pagodas
- Enlarged and centered the signs pointing toward mid from second point
- Enhanced the lightmap scale inside the midpoint room, for sharpened shadows
- Added windows to the spawn pagodas
- Added a board to the top of the wall near second so it's more obvious you're allowed to go on that rooftop
- Spruced up the general lighting
- Actually packed the map properly this time hopefully fingers crossed
- Added a bit of rock down in the death pits near each spawn
- Made the lower roof of the building on the edge on the right coming out of spawn escapable for classes with poor mobility

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