-Removed railings in blue's spawn
-Adjusted displacement to fully cover an area
-Clipped off small edge
-Removed small hp just outside blue's 1st fwd spawn
-Reduced sightline from B into Acp
-Reduced respawn times for Blue

I have a feeling I detailed too soon...
FIXED/ALTERED:
-Added more visible sign for red when exiting spawn (if doesn't work will rotate spawn)
-Added more visible sign for blue when exiting spawn

-Lowered brightness of house between A and B
-Removed useless tunnel under house
-Added another doorway to aid player flow
-Rotated stairs 180 degrees (flow)
-Made crouchable window into doorway on 1st floor (flow)


-Doubled length of main doorway to A (experiement)
-Enlarged A cp buidling (less chokey inside)
-Enlarged area before A by 96hu
-Blocked off route which bypassed point
-Increased time to cap by 5 seconds (gives red more of a chance to defend B)
FIXED/ALTERED:
A:

-Added a medium hp to cp
-Moved small hp in corner buidling to somewhere less 'weird'
-Clipped hole where players could get stuck
-Added some clipping to upper setup gate

B:
-Removed collisions on wooden doors
-Reduced sight line at blue's 1st fwd spawn
-Replaced the tree with less obstructive crates
-Lowered size of ammo pickups
-Players can no longer enter blue's 2nd fwd spawn before B is capped
-Added extra entrances to flank house (less than one way into B now)
-Removed the stairs on flank house (less inviting for red)

C:
-Replaced crates for ramp on flank
-Added props to left flank leading to lobby (less empty)
-Replaced lower red spawn door with animated one

//
-Adjusted spawn times
FIXED/ALTERED:
A:

-Added wooden walkway next to upper blue spawn exit
-Clipped slanted geometry; next to upper blue spawn exit
-Removed crawl space in corner buidling (useless)
-Shortened length of metal fence (attemtps to make less of a choke)
-Removed OP balcony for red
-Removed corridor+doorway to the right of cp
-Replaced with a smaller area across cp
-Moved smaller entrance to cp+access from above (via dropdown)
-Added new flank (not easily spammed by red)
-Reduced sentry spots/effeciveness
-Moved blue's 1st fwd spawn to more sheltered area
-Allows more head room in A

B:
-Redisgned
-Hope to make sentries more viable
-Reduced blue's flank advantage
-Moved around hp/ammo
-Area before B redesigned

-Replaced sliding door with dynamic prop door (no clipping through roof)
-Visual indicator that fwd red spawn door won't open

C:
-Removed gameplay breaking shutter
-Widened corridor where ramp is of popular sentry spot
-Added ramp from lower to upper (makes lower more useful)
-Lowered size of big hp to medium
-Lowered height of 'main' entrance from lobby to cp (reduce sniper exploit)
-Added new route to cp
-Made red spawn small(ish-er)
-Removed small balcony exit
-2 main exits + lower exit
-Windows in buidling leading to C made opaque on one side
-2 new routes which avoid horrible choke (lead to lobby)
-Removed upper entarcne to lobby via main (choke room)

//
-Lowered max time to win to 10 mins (used to be 12)

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Thanks to Egan for his map analysis. (more changes to C soon).
FIXED/ALTERED:
A:

-Blue's 1st forward spawn's ramp less steep
-Removed signs on floor by A
-Made corner buidling by A more defendable (blocked upper route from blue spawn)
-Lowered size of health pack in corner buidling by A
-Widened area by stairs in corner buidling
-Added balcony inside A (better defense hopefully)

B:
-Increased repsawn times for Blue when attacking B
-Lowered when attacking C
-Lowered Red respawn times when defending B
-Increased when defending C
-Flank route behind rocks too OP (removed some of the rocks)
-Replaced stairs leading to upper floor in flank route with a drop-down
-2 windows added (one which player can pass through)
-Blocked off large door frame (no longer connect 2 buildings via bridge)
-Other door frame partially covered
-Widened small door frame in misc area by B
-Blocked ground-floor doorway on flank route buidling
-Added stairs to the outside
-Added overturned truck to reduce sightline

C:
-Removed wooden sign in C lobby
Removed signs in red spawn (were confusing)
-Added door next to C point (breaks sightline+shooting blue from spawn)
-2 Windows added for visibilty
-Moved red [small] spawn exit back (doesn't overlook C as much)
-Raised ceiling in 'half-life lift' room
-Replaced metal barrier with chainlink fence in C lobby
-Moved large ammo pack nearer ramp
-Ammo on C hopefully moved to more visible places
-Added signs for red when exiting C


//
-Huzzah! I changed the ugly dark interior dev textures with brighter ones
-More arrows added
-Tried to improve lighting
-HDR compile
-Brighter light_env
-Brighter shadows
FIXED/ALTERED:
-Lowered size of ammo/hp by B
-Disabled collisions of destroyed crate
-Made original Blue spawn more distinguishable
-Added small hp/ammo by route under C
-Moved medium ammo pack to room next to B
-Added more light to Blue exit
-Applied better (more visible) glass texture
-Reduced amount of "teeny tiny rooms that look like routes"
-Reduced respawn time for Blue when attacking B+C
-Visual indicator that forward red spawn door won't open

MISC:
-Kept ramps in spawn to avoid fall damage
-Tall metal fences kept for now (still alpha; no need for detailing yet)
Changes:
-Raised doorway by A
-Alligned ceiling brush by C
-Raised displacement to 'clip' doorway
-Changed hp size in response to anguish
-Put glass in window frames by B
-Made capzone wider on B
-Made hallway by popular red sentry spot wider
-Nobuild area under stairs by B/C entrance + clip the stairs
-Added another entrace to interior of C
-HP,ammo size increase under C
-Removed stair prop in Blue spawn
-Setup gates cannot be shot through anymore
-Added ramps to blue spawn
-Added new doorway near Red's forward spawn (no more 180's)
-Added second forward spawn for blue
-Clipped stairs in A
-Added window by sentry spot on A
-Redesigned area before A
Fixed / Altered:
-Removed wonky stair prop
-Moved HP to more visible place
-Clipped wooden windows
-Simplified HP location at A
-Window at Blu exit higher+bigger
-Arranged Red spawn to remove door clipping
-Changed double doorway into single frame doorway
-Lowered cap times for A+B
-Added more HP/ammo to A+B
-Added a fence to a sightline to B
-Arrows to CP's now blue
-Reduced sight lines at A
-Forward spawns for both teams

Control point C Redesigned:
-The long 3 routes no longer exist
-Now similar to cp_gorge​
-Decreased sniper effectiveness
-Lowered upper balcony near cp
-Added corridor on left side of cp
-Increased HP/ammo
-Removed annoying spiral stair case
-Iconic half-life lift smaller+less steep
-Shorter distance to get to C