cp_upthere

cp_upthere a3

I made this update a week ago and forgot to just upload it.
Made drastic changes to Stage 1 : A, the connecting portion from A to B and a bit of B too. Removed some stuff and added stuff.
Also B in the stage 2 has added cover (will be changed eventually).
I extended the cap times to be way, way longer. I don't know why i made them so short last year and I didn't check them while making the A2 update.
I also made quality of life changes :
  • Made so you couldn't die in the spawns.
  • Made all the cabinets animated.
  • Removed some brushes.
  • Made some playerclipping obvious.
  • Made cap times longer.
  • Made red players force respawn on A cap (both stages)
  • Added a new room next to B on stage 1 to make it feel more open... sort of. It was mainly for attackers to have a new angle and for defenders to have another room to hide in. It might be a major change and i want to se how it goes.

Attachments

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Oh hey i made an update. I made some major changes to some of the more problematic ideas of the map. Being made in only 2 days for the 2020 72h jam i made a lot of mistakes. The second stage was rushed and the layout wasn't well thought out.

This version was made out of spite because Defcon took the idea of a gondola lift station and made it good. In spite i made one too and ended up making the rest of the update.

Here is an incomplete change log :
  • Made the courtyard at B way shorter (S1).
  • Changed how red gets out of the exit on the left with a death pit (S1).
  • Added a highground building that has no reason being there around B and red spawn (S1).
  • Overhauled all of Stage 2 :
    • Added a death pit that is large
    • Buildings.... i don't know what else to say.
    • Actually red spawn on Stage 2 isn't really different
  • I made spawn detailing that are the gondola lifts stations. Just turn around on Red on Stage 1and Blu on Stage 2.
I think people will be confused on stage 2, and i think it won't be fun but i hope it's better than what existed before...