-Took out hallway leading to point that let you go deep into enemy territory
-Expanded size of forward hold room
-Turned cave into hallway
-Various polishes and fixes
-Removed perch points
  • Added some barriers to the highground above point that will (hopefully) weaken it
  • Moved spawn back
  • Added building after spawn point
  • Added tunnel after point
  • Fixed Missing HUD texture
  • Made patches smaller
  • Removed health and ammo in building nearest point
  • Added cover to point
  • Added small route and room with a path leading over the point
  • Removed glass
  • Increased size of spawn doors
  • Added small side ramp/room on edge of map to play around on

Attachments

  • cresta5.png
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Messed up naming for the bot
Quick fix for prop not having collision
  • The whole thing has been overhauled to (hopefully) reduce Sniper sightlines, reduce height variation and make it feel more compact for classes like Pyro.
  • Writing out a changelog doesn't really make sense sense so much was rebuilt from scratch

Attachments

  • cresta4.png
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  • Scaled down map
  • Took out point "route" that let you get to enemy spawn really easily
  • Took out under-point flank
  • Harder to avoid point in general
  • Toned down verticality
  • Put up barriers to eliminate most major sightlines across the point
  • Other minor layout changes
  • Updated respawn times to be correct (6 seconds)
  • Complete overhaul of point area (no more crazy high ground)
  • Upscaled map in general
  • Added two more paths to the point, one chokier than the other
  • Made doorways much wider and taller
  • More walls for cover
  • Changed layout of main path and all buildings
  • Undiapered skybox
  • Changed deathpit surrounding map to wall/skybox
  • I'm going to bed now