Added clipping in C staging dropdown.
Clipped off substation tall building roof in C staging.
Changed C staging dropdown from balcony to be jumpless so heavies can do it easily.
Added curtain to C dropdown apartments room to make it more safe for blue to be there.
Shortened walk from blu spawn to A.
Lowered after AB bridge.
Changed AB capture point prop back to big one.
Reduced intial timer lenght from 8 minutes to 6, max round time is now 12 minutes.
Added door in blue spawn B route exit for me to remember to make this into a small house yard.
Raised big ammokit part of blue spawn exit B bridge.
Clipped a wall in left route to C near angled house.
Removed two product pieces from C point wagon.
Raised blue spawn B exit a little.
Changed main entrance into C staging door, should now NOT BE SHOTABLE BY SNIPER i hope.
Clipped off balconies in C staging apartments dropdown.
Clipped off C warehouse supports and crane rails.
Raised placeholder buildings on the way to C from blue forward spawn.
Detailed right route into C staging with minor layout changes.
Changed lighting.
Removed one crate from C.
Proppered product pieces on C.
Removed roof over B.
Changed B to look more like gas station.
Increased B capture trigger size.
Moved blue spawn closer to AB.
Changed A point grate(forgot the english word) to look better.
Increased skybox height.
Warehouse C windows have had their sides tucked it.
Changed apartments dropdown area.
Added staicase with highground on the right side of C staging.
Detailed pipes deathpit, its now an excavated site, playable space also changed slightly.
Detailed and changed left route to C staging, now it properly resembles apartments.
C warehouse left entrance has been eclosed into corridors, should make it easier for blue to sneak into the warehouse without being bombarded and seen from everywhere.
Removed two stacked crates near red spawn.
Aded two welded contraptions to C warehouse, also moved C point wagon roof on top of one of them, you can get on that wagon roof using wood planks.
Added brush fence to right route to A point.
Changed light_environment to feel more like a hot sunny day with brightness 600 and ambient 400.
Tightened blue spawn and moved resupply lockers and teamspawns around.
changed initial blu team respawnwavetime from 10 to 5.
rescaled some steps to stop z fighting.
added small medkit on scaffolding before A.
added cover to scaffolding hallway into A.
added pillars to apartments facade.
increased initial timer lenght from 4 minutes to 8.
adjusted resupply trigger so you can resupply from the sides.
func_detailed a bunch of things.
changed C point into side opening wagon as an experiment.
made C warehouse pumping station doorways smaller.
Replaced most containers in C warehouse with product pieces.
increased after AB angled house window size to make it easier for sentry to shoot out of that window.
Increased C capture trigger size.
made the C tarp piece smaller.
Changed capture time for A and B from 15 to 20.
Changed blu spawn tower uber duration from 15 to 5.
Clipped C warehouse roof.
Replaced some of C containers with product pieces.
adjusted concrete supports for windows and doors.
clipped stairs before C staging.
reworked blu first spawn
detailing here and there
many changes to connector to C staging
C warehouse lost its inside roof
C warehouse detailing and changes due to losing roof
too much
im a tree
this version is the same as a2 except red is force respawned after AB captured
and also replaced dev textures with different ones since people complained about not being able to understand geometry
Changed and simplified B and area before it, should make it easier to hold for red.
Increase time to cap for A and B from 10 to 15.
Increased setup time from default 60 to my favorite 75.
Pickup kits adjustments all over the map.
Left house before huge ramp to C changed to be more advantagerous red forward hold.
C tunnel entrance on the left moved to force blu to use the main ramp route.
Added a gate entrance into C to dismantle some sightlines.
Added third way into C staging(area before C warehouse).
C staging changed a lot to make it more blu sided and more staging in some places.
Added another route from tunnel exit going above deathpit and into new C doorway.
Deathpit (or should i call it pipepit?) changed into a full on playable area, inspired by tcdom_augustdeckmap, it should be a very fun playable area for pyros to airblast people.
Very important, removed pickups from C roof to make it less of a usefull area.
Changed glass on C roof into solid texture to further signify that the roof is not that important if you want to defend or capture the point.
Red spawn brushwork boxcars with open doors are now models thanks to @AsG_Alligator.
Some screens of changes included.
custom dev textures
I was watching old demo of cp_belouga and noticed something, players are very happy when they have that accidental teamwork, i'm talking about attacking team capturing both points at the same time while being split, it stuck with me, how can i let blu players experience this "teamwork"? This map is the result, uses gravelpit type capture point layout.
I've tried to achieve this "teamwork" by forcefully splitting blu team until they capture both A and B, i use two large trigger_player_respawn_override brushes that cover their respective blu groups.
When blu group A has a successfull push and starts capturing A it will send signal to enable group B override trigger, it will force group B to spawn faster and should result both blu groups capturing their respective points simultaneously.
screens included
custom dev textures