Hey all! Special thanks to everyone who played in my map test and gave feedback, it means a lot! LOTS of changes here, so if you've seen older versions make sure to look at this newest one!
Last
- Changed roof near right side to wrap around the building
Added shipping crate on the right side to allow any class to access wrapped roof
- Added more cover on the left in the form of sandstone bricks
- Adjusted the size of shutter to be the same dimensions as cp_well dynamic shutter
- Moved grate lower right lobby to better act as a visual indicator of what a sniper top left lobby can see
- Adjusted all doors out of lobby to 2nd
2nd
- Revamped batts to act as a better batts more in line with other competitive maps
- Revamped 2nd point entirely, moving it closer to doors and away from lobby, shrinking the capture zone, and adding new geometry + props near the point
- Revamped market/valley (right side) to go upward instead of downward in an effort to simplify doors into Mid
- Revamped temple/flank (left side) to act as a more direct route to Mid
- Changed the side the wooden door was on to cut off access to temple/flank from choke
- Removed hole in the wall near temple/flank (it was going to be detailed as a blown up wall, but I decided against it...for now...)
Mid
- Changed nearly every entrance into mid, either opening them or removing them
- Stairs changed to reflect the altered entrances
- Old temple/flank entrance changed to forward spawn
- Removed many props
- Added a planter on the left diagonal wall
General
- Redid clipping to better reflect the boundaries of the map
- Redid basic skybox to fit new adjustments
- Adjusted displacements across the map
- Made displacements symmetric across the map
- Altered health and ammo packs across the map
Up next are hopefully some more playtests and some detailing to "beautify" the map a little. I'm getting sick of looking at these dev textures.
For those that give me feedback, I cannot thank you enough!
-Popalofiti