PSCP24 COAP

PSCP24 COAP B8a

Update is focused on A Point, it is being re-artpassed and the capture point has been move out from under the bridge. There is now a route around the A Point Door and the connecting room has been shrunk and simplified. These changes were made to adapting A to how RED was playing A and avoid awkward situations where RED players couldn't find the point.

The Triangle Room now has bigger pickups since BLU is taking control of it more frequently, but they will be taken away again should RED start having more control over the room.

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A minor update to re-add a forward spawn for BLU, also makes the B point more accessable and moves some pickups around to make them easier to notice
Minor texture changes, lighting changes, and A Point changes
Added Grass

B Point:
Added a room outside the left RED Spawn exit (RED's Perspective)
Altered the left route (BLU's Perspective) to head towards the pit
Raised the Capture Point slightly and turned it into more of a bridge
Changed the little piece of geometry near the A Shortcut to a full platform, has minor cover and a small medkit
Added the windows/scenery from Ultiduo COAP to liven the area up a little

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A Point Changes:
BLU Spawn Rearranged to hopefully create better flow
Added micro-height variance outside BLU Spawn
Added a new route to the Upper Ground
Added a prop jump between the Upper Ground and the High Ground
Added Sniper Cover at the chokepoint and the Left Balcony (BLU's Perspective)
Extended Right Balcony (BLU's Perspective) and added a bridge to the wall (no doorway)
Removed A Point's Lil' Room
A Point Door sped up a lot (should let BLU get control of the Triangle Room before RED does)
Relocated and altered some pickups

B Point Changes:
Added a lower route that connects to B4's Upper Route because B4 showed players were not willing to go the long way (and the ones that did reaped the rewards)
Added a doorway connecting B to B4's Upper Route for RED, the route closes when A is capped
Rearranged BLU's entrance to Triangle Room and added cover
Added a micro-height variance to Triangle Room
Pre-emptively added Block Bullets below the table and sofa to stop Snipers using the micro-height variance to snipe under them
Added a bridge over Triangle Room from Upper Route
Rearranged the B Point Balcony, enters through the Triangle Room Bridge, has windows overwatching the B Point
Trimmed down the left side of the B Point Room (BLU's Perspective)
Relocated and altered some pickups

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A Point Changes:
Removed Lower Route
Removed Big Red Wall
Removed BLU Forward Spawn and Arrows (BLU spawns slightly further into spawn after capping A)
Added a lil' room where the BLU sided entrance for the Lower Route use to be that contains a Full Medkit
Added a Small Medkit at the other end of the Lower Route use to be
Relocated and altered some pickups
Slowed down A Point Door

B Point Changes:
Added Upper Route that replaces the staircase and instead connects the room behind A to both the Triangle Room and the Balcony
Added a pillar and cover to the middle of the Triangle Room
Relocated the Full Medkit in the Triangle Room to the prior room
Added new connectors between the Triangle Room and the B Room
Added a room to the right side of B (RED's POV)
Added a lil' room with a medium Medkit and a full Ammo Pickup to the left side of B (RED's POV)
Added clipping to the computer below the point
RED Spawn is now a normal room, with a new RED Spawn connecting to it
RED Spawn Points altered to prevent RED from leaving through different exits without thinking about it (which hurt teleporters while A was active)

(Maybe some other stuff? I am sleepy)

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  • Added missing func_respawnrooms
  • Added missing Clipping for the stairs at B
  • Added missing Pickup Overlays
  • Raised Pickups from the ground slightly
  • Optimised Skybox Brushes
  • Removed Goal Strings