Changelog:

-preparation for Stack the Deck contest entry

  • additional small amounts of artpass
  • fixed case where players could stand on the shop signs at stage 1 outside blu spawn
  • fixed case of red spawn door at stage 1 stuck out of ground
  • fixed cases where blu could build in their spawn
  • changed medpack near reds spawn on stage 1 in the back area from small to med
  • added new flank at stage 2 last for players to flank the last point
  • added a small crate on top of big crate on stage 2 last to prevent red engineers from building on top of crate
  • some artpass to skybox
  • added '-staticproplighting'
Changelog:

  • artpassed stage 1 - 95% complete
  • revised transistion area between stage 1 cp1 and cp2
  • revised layout of stage 1 cp2 area
Changelog:

  • added new spawn exit for blu on stage 1
  • added additional cover around stage 1 cp1 to help blu attack
  • added additional item pickups around stage 1 cp1 to help blu attack
  • moved upper balcony jump at stage 1 cp1 closer to roof to help blu attack

- revised geo around stage 2 cp2 area
Changelog:

  • added grate to a doorway at stage 1 cp1 to remove a sightline
  • pushed flank balcony closer to point at stage 1 cp1
  • added new wall at sightline at transition route between stage 1 cp1 to cp2
  • revised dropdown area at house

  • revised layout of stage 2 cp1 area
  • revised layout of stage 2 cp2 area
Changelog:

  • additional artpass
  • added new door from building at blu spawn on stage 1
  • adjusted main door width at stage 1 cp1 to be a little less wide
  • added new side-room near stage 2 cp2 with chicken wire to allow for better visibility of point and where players are defending/attacking
  • added windows around stage 2 cp1 to allow for better visibility of where players are defending/attacking
Changelog:

  • additional artpass
  • revised layouts around most of the points to remove bypass flanks around points
  • added door which blocks a way out of red's spawn on stage 1 after cp1 is captured
  • revised layout of stage 2 cp1
  • modified health and ammo pickups
  • general modifications to geo around map
Changelog:

  • Begun some artpass
  • lowered stage 1 cp1 cap time to 7s (from 8s)
  • lowered stage 1 cp2 cap time to 4s (from 6s)
  • lowered stage 2 cp1 cap time to 7s (from 8s)
  • lowered stage 2 cp2 cap time to 4s (from 6s)
  • revised stage 1 cp2 layout
  • pushed back red's spawn on stage 2
Changelog:

  • Fixed missing playerclip on a roof
  • Modified route layout between stage 2 cp1 and cp2
  • Fixed some missing overlays
  • New skybox texture
Changelog:

  • Added plenty of skybox material in out-of-bound areas to reduce vvis compile times and optimize map (more fps too!)
  • Added func_nobuild to shortcut door for red
  • Fixed case where stickies would stick onto blockbullets at blu's spawn in stage 1
  • Minor changes to geometry thoughout map
  • Opened up the space around stage1 cp1 a bit
  • Increased cap time of stage 1 cp1 from 6s to 8s
  • Added one-way door for blu once cp1 is captured to prevent red from gaining access to upper area on cp1 side
  • Modified train bridge at stage 1 cp2, red no longer has access to flank up to bridge
  • Added new dropdown area for blu near sniper window
  • Fixed some missing overlays
  • Fixed small gap where players could shoot out of blu's spawn in stage 2
  • Minor changes around stage 2 cp 1
  • Increased cap time of stage 2 cp1 from 6s to 8s
  • Adjusted routes between stage 2 cp 1 tp cp 2
  • Moved red's spawn exit in stage 2 from upper area to adjacent stairs room
  • Reverted red's spawn timer on stage 2 to 10s when cp1 is captured
  • Revised flank route into stage 2 cp2
  • Modified layout around stage 2 cp2 to make it easier to navigate
Changelog:

Stage 1:

Noted issues:
Balance - Sometimes it was too hard for blu to push and other times they would steamroll depending on red's early set up.
Pathing - It was very easy for blu to push from cp1 to cp2 given how short the distance is.
Pathing - Red had a hard time trying to set up right after cp1 was captured by blu.
Clipping - Clipping above blu's spawn was missing.

Changes:
  • sharpened sunspread angle (idk i like it sharper)
  • reduced lightmap scale from 8 to 16 to attempt to fix out of memory/address space issue
  • extended blu's spawnroom space forward
  • added missing playerclip above blu's spawn
  • added new route near blu's spawn
  • editted blu's route to the roof section to cp1
  • added new building to lengthen route time from cp1 to cp2 right after capturing
  • slow-open door now starts opening 10s after cp1 is captured instead of 3
  • added door which closes right after cp1 caps to prevent quick access to cp2
  • added new routes from red's spawn to the upper areas near cp2
  • added new sniper window overlooking cp2
  • slightly reduced red's spawn timer penalty after cp1 is captured
  • adjusted item pickups around stage

Stage 2:

Noted issues:
Balance - cp1 was often times captured right away, red was setting up too far forward from where point was
Clipping - Clipping above red's building was missing

Changes:

  • extended blu's spawnroom space forward
  • added new shortcut exit for blu in stage 2 after capturing first cp
  • added new areaportals
  • widened doorway into cp1 from red's side

TO DO:

  • add additional areaportals for optimization
  • detailing