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