CPPL Puerto

Multi Stage CPPL Puerto Stage 2 - Beta 3

Yeah you heard that right, Puerto is now fully combined and ready to roll, the new download link is here
Fixed pillar in blue spawn room that was marked as func_illusionary instead of func_detail
Fixed glass windows by train path to not be thick (somehow forgot them in my attempt last iteration)
Fixed several issues with the blue spawn room not having respawned triggers that fully engulf the spawn room (how did I miss that?)
Fixed a handful of issues about no draw on displacements
Fixed clipping on a ledge near the overhang
Fixed minecart in red spawn being no solid
Modified the stars near the overhang to be larger and not require too much maneuvering to traverse (also moved health and ammo to newly created landing)
Added a box and adjusted the nearby slope found on the backside of point B's door
Fixed lighting on the waterfall rock
Overhauled lighting inside the cave to not have hanging/ floating lanterns
Moved rock around by A cap zone turnaround
Removed rouge respawn point
Added missing respawn trigger volume in Blue's spawn room
Bird control
Reduced thickness of glass panes to be 2 hu not ~8 - 16 hu
Fixed explosion particle effect going off as soon as the round started
Extended the fences near the drill door to block a long sightline, added a tactical palm tree as well
Added boxes near the drill door to help aid in getting up the elevation change
Revamped the corner within point B's area to not require an overhang, it did look silly

Added a new rock by the waterfall to act as both cover and as a means of covering a problematic seam that I can't seem to close
Fixed a few issues with collisions on rooftops when they shouldn't be

Re detailed Red's spawn room to fit a bit more into the "Mayan temple + base of operations" vibe I wanted

Various fixes for seams in displacements
Welcome to Puerto Fortaleza! Welcome to cppl_puerto!

Beta time has come!

Everything has a new coat of paint, sounds have been added to give Puerto Fortaleza life, and a whole lot more!

While this map is still under development, beta is nearly a time for me to iron out visual issues and smaller gameplay problems before squishing stage 1 and stage 2 together!
Sudo update for use on Katsu's 5/1 gameday

Halved the amount of time the cart takes to drill (was 30, now 15)
Reduced size of health and ammo kits on the orange platform near blue spawn to be small and medium-sized respectively
Removed health and ammo kits from the spot before the drilling door
Reworked the point A gate to be a building with a one-way door and sniper deck on top
Added an extra gate before the main area of last that the train goes through

I am currently looking into changing how the cart approaches the drill door, however, life has been a bit chaotic recently and I haven't had the most amount of time to work on that.
A complete overhaul of the final point, this time being outdoors. (I think this is the second time I've said this).

Added a shortcut from the cart's drill point to near the other entrance to the cave.
Fixed magical float birdy that broke reality a bit
Increased the depth of the waterfall river a bit to allow players to extinguish themselves
Reduced hurt box of the train to be only the front of the train, not the whole body
Moved the point where the train starts its bells backward to give more time with the warning bells chiming
Added a few smaller details within Blue's spawn room showing how they took over a red facility
Replaced decal above blue's one-way door flank into B to reduce confusion (was "Exit" now is "No Entry")
Adjusted clipping on train gates north to prevent people from standing on them.
Added a fence on the scaffolding to hopefully make pyro air blast less powerful.
Changed cover for blue as they are drilling into the wall, should allow them to not stick to the cart like glue.
Moved ammo and health kits in Waterfall Cave and changed the medium ammo kit to a full
Adjusted clip brush inside waterfall to fix some exploits
Added a medium ammo kit to the gate A jump over to help blue engineers set teleporters and the like near spawn
Removed a bit of wall leading into the final room to open up the map a little bit.
Added a bit of narrowing near the final room to help blue cross a mild sightline.
Pretty minor changes for this update:

Lowered the wall with the "only post A captured" door and added some boxes to facilitate Blue crossing over top.
Added a player clip and no build within the waterfall itself to stop people from being able to camp within the waterfall (IRL you would drown if you stayed there too long)
Added a one-way door within the waterfall cave that separates point A and point B sections (one way for blue, red still needs to go around to get to point A)
Removed (most of) the death pit in Red's spawn room
Yeah, so what if I blasted the whole map apart?

The map has received so many changes that it wouldn't be worth my while to list them all here. Changed the number of points from three (including last) to just two (once again including last). This has drastically reduced the overall length of the map, which is in line with how other multistage payload maps handle their lasts.

In short, blue's spawn room has been shortened and cut down a lot to reduce the amount of travel time spent within spawn.
The train track section has been reworked to hopefully play better.

A complete rework has been done between Blue Spawn and the waterfall.
A similar level of reworking has been done with the section of level past the waterfall.

Added in card tables with the objectives for stage 2 in the context of the Stack the Deck contest
A complete overhaul has been done to the waterfall area.


Added barrier wall to block a sight line from train line to blue spawns
The side gate which used to open past point A's capture, has now been reworked into a one-way door for Blue to utilize
Added a small overhang over the post A gates, which should stop mostly vertical projectile spam from directly hitting those on the other side
Fixed a gap in one of the doorways out of blue spawn
Respawn times have now been set (Blue: 5 seconds | Red: 8 seconds)
Team roles have also been passed into gamerules

Added and patched a few holes which made a nasty sight line for red snipers to use before point A
Removed a clip brush separating point B's area and point C's area
Moved Red's second-to-last spawns and spawn room around
Made certain fences not solid to bullets and projectiles
Removed a gate from the pair of gates that unlock after point A' capture, it helps stop a massive sightline

Swapped out the Hoodoo train bumper with the generic type (Thanks girlfailure for the mention)

Added an arrow that disappears when blue is drilling by where the door is so red isn't too confused