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A4
It's so tiny!
Additions
Added struts to the ceilings of the buildings with interiors
Hopefully added spawn times that were good for the spawns they were in. If they even work at all, they are hard to know if they are there.
Added some more cover around A point for both teams to use
Changes
Changed Blue spawn - A so its 256 units shorter
Changed A-B so its 256 units shorter
Changed B-C so its 256 units shorter
Changed the long flank from blue spawn to A / the path to B so that there is less of a sightline and it's also simpler
Removals
Removed the unused flank/high ground around the long flank from blue spawn to A
Removed the unused planks on top of the market (I liked those ); )
Removed an op sniper spot on the planks
Removed some unused space near the edge of the map that doesn't effect gameplay
Removed an unused flank/high ground that the planks led to near B
Plans
I could possibly make A-B shorter still, though I don't know if I could make any other part of the map shorter.
Add AC units only, telephone poles and their wires look cluttered and also fuck with the engine if there are too many of them
I could move back red's first spawn if it's too close to A
A3
A3 babyee!
Additions
Added gutters
Added more signs directing people to the points, they are now all in the style of cp_onsen (apart from one, which has to be a prop)
Added 2 more side routes to C, as it seemed hard to flank around
Added an interior to a building next to A so engies can have more cover for their sentries in return for it being shot at easier from certain angles
Added a full ammo pack to that building
Added More cover to the scaffolding around B
Added some pretty lanterns to the route to the Flanks around C, will add more around the map
Changes
Resized the map so B-C is 256 units shorter
Changed the capture time of B from 5 seconds to 10, as I felt it was too short
Changed the scaffolding around B point, so now the route around the back of B has 2 entrances and it's prettier.
Changed the textures of the spawns so they can be more easily identifiable, and also make navigating the map a bit easier
Changed the layout of the connecting routes between Blue spawn and A so more of it could tactically be used
Made the map 50 lighter, should help with the darkness problem
Made A-B 256 units shorter
Made the stairs from the beach to the higher ground closer
Removals
Removed an unused flank from A-B
Removed an unused flank near B (both so unused that you won't even know they've gone
Removed some unused planks from B's scaffolding to an area before C point
Fixes
Removed an annoying sightline from Blue's forward spawn to very close to C
Plans
I could possibly make B-C 256 units shorter again if need be
Add telephone Poles and air conditioning units
After the connect5 contest is done I may ask for the firework assets to be released from pl_effigy
Hopefully, I got the logic working this time.
+
Added windows to the first blue spawn
Added a new route to A
Added more signs that hopefully better direct people to the points
Added a van for cover and break up sightlines to red's first spawn
Added cranes around the pier
C