cp_undercover

cp_undercover a7

This is probably going to be the last update for this map, i've made changes to the second point and last, as i planned to do it after getting feedback.
If you wonder why i still update this map (even tho i've said it's discontinued) is because i want to make it playable with the smallest of changes. So yeah, there is some changes, but i won't go over details.

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discontinued.png
Kept you waiting huh ?
Well, this map is discontinued, it had a bad layout and I made terrible decisions with it, i don't want to continue the map, but i will make hotfixes if there is ground breaking glitches or such. Thought it was fun going back to fix the map.
"Going back" because when I tried to overhaul the map, i ended up literally making a new map, i'll be releasing it later, but it's in it's finishing stage for a1. While working on it, i wanted the new map to be a re release or something, but it has only a few rooms in common, so no, it will be released as it's own thing.
What are the stuff added ? Well, i changed the bunker/underground stuff and created actual cover, instead of a lame brush i added some walls, while extending the ground...hard to explain, just look at the picture i guess...
I also heard your beggings for a damn exit from the water, and as i'm evil I added some trigger hurt in the bottom of the water so you don't get in it, that will teach the campers...hopefully...

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When this map was tested, multiple things made the map unpleasant and not fun, they include :
  • Map is too colorful
  • Sighlines
  • Last too close to spawn
  • Colorful lights, "i looks like Flux is on"
  • A door didn,t opened right
  • Big sightlines
  • Map too hard to navigate
  • Respawn timers
  • Tight corridoors
  • Lack of cubemap
  • VERY big sightlines
So to be honest, i do not know in any ways how to fix the respawn timers, if you know how to, hook me up.
Anyways, here is the long changelog :
  • Added cover to cover most of the sightlines
  • Changed round sewers to square ones to improve navigation and visbility
  • Added a seperation in the water with barriers and player clips
  • Removed town underground sewer entrance
  • Opened up a bit the town underground
  • Made all lights white
  • Chnged RED's base "main entrance" to no longer be highground, stairs are now inside
  • Added cover in front of BLU's spawn and in the town
  • Added a new path with a medium health pack, is a one way door that is avaible after the first point is capped next to the "main entrance"
  • Changed the way you go to the lowerground garage
  • Added cubemaps throughout the entire map
  • Changed the skybox to be sunnier and less colored
  • Added a one way door from the "main entrance" to the open area
  • Added a little brush to go from the left side to the second point
  • Added "closed" overlays to door that don't open
  • Made so you don't crush your bones when going throught the hole to the garage
  • Added a slope from sewer exit to the left flank
  • Added a submarine in the water
  • Added signs to differenciate each airlocks
  • Improved the room from the open area to the room with sewers on lowerground, also added in the same room an extension to go down with a full health pack
  • Added a new small room from crate room to the stairs from underground to near last point
  • Made first from 4 to 5
  • Heavily changes RED's last spawn to be pushed back from the point, going underground isn't a drop down anymore
  • Heavily changed BLU's original spawn to be more backed off and added details
  • Added a 3D skybox to make it like a real world (3D spybox only used to improve the visuals of the map, still WIP and may be bugged, it's the first time i've done one)
  • Added a tank that explode a wall after the 1rst point is capped (original prefab by Midlou, can be found here )
  • Map is now frontline, I decided to actually support the community update, this map will never be finished in time if valve makes it official, but hey, now I can awser the question "Is it frontline ?" with "Yes"

New iteration string : a5
My internet is slow so expect some time before the images actually changes.
A new update. Havn't done one for a bit, but I did not knew what to do. Then I looked at the big flaws the map has :
  • It is small (that's the point, It can't do much)
  • It is chokepointy-ish
  • Maybe not fun
So I made a bit of changes to help the problems.
  • Improved details in Blus first spawn
  • Added slight lights over every packs to make the more visible
  • Changed last left door to no longer be high ground
  • Seperated last left door and Reds finale highground door
  • Added a medium ammo pack and a small health pack near the last left door.
  • Widthened B's open area, added a new room with a medium health pack and a small ammo pack
  • Sped up last capture time from 3 to 2
  • Added a small room from the point B open area to the upper sewer room, with a one way drop down
  • Changed the corner hole of the sewers to be smaller
  • Changed the door leading to the garage to be able to see throught.
New iteration string : a4
I will have to test the map.
Didn't bothered to make an a4 just for a simple update
-Increased light brightness
That's it.
Iteration string on the map's file : a3_1
A lot of changes, to make the map more fun.
The map is still in gameplay theory, any help of ingame feedback is apreciated, a lot.
Changelog :
  • Removed small kit in red's base entreance
  • Improved the hazard stripes that represent the capture zone
  • Changed the medium pack to a small pack in blu sewers
  • Opened a room leading to point A
  • Created a new area with a medium ammo pack leading to the previously useless area with the big healthpack.
  • Change capture times :
    • A to 5
    • B to 7
    • C to 5
  • Added signs to help new players navigate throught the map
  • Changes to point C (last)
    • Made all doors leading to point C airlocks
    • Made the left door hight ground
    • Revoved the wall in the middle room, made the airlock be in a 90° angle.
    • Moved big packs in the middle room
    • Added a door in underground that leads to "staricases"
    • Underground door and left door and closed by default and open when A is captured, middle door is constently opened, right door still opens when B is captured

Hazard stripes are now brushes, and look, it's a custom texture ! By AsG_Alligator

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Stuff that should of gotten in the first update.
  • Fixed REDs not being able to get out of their first spawn.
  • Added cubemaps in RED spawn sewer
  • Added a full health kit in a zone no one would get to anyway
  • Fixed crates floating
The next update will probably improve last's visibility, and improve the capture time over all of the points.
  • Presumably fixed the missing textures, IF NOT TELL ME.
  • Added tape on points.