Raketa - A17 Fix Changelog
-fixed visible nodraw in a displacement
-fixed an issue where the cap timer wasn't counting down after capturing the control point
Raketa - A17 Changelog
-renamed map from Cerise to Raketa (rocket in Russian, very original, I know)
-changed up the theme to be more industrial while staying still autumnal
-added Freyja's Soyuz rocket model in honor of the old rocket on first alphas
-fixed clipping on out of bounds fencing
-widened paths and removed some of them
-removed unnecessary height clip from rocks
-made connector buildings taller so that they're clearly out of bounds vs. the fence and rocks next to it
-removed basketball hoop
-disabled collision on objective signs
-turned medium pickups near cap to small ones
-made mid a bit more brighter
-added new medium pickups in connector
-added soundscapes
-switched up the frontline autumnal trees to some bigger ones made by Void
-removed owo
-removed funny pit scream :(

note: will have to see if this new name sticks, will also take new name ideas :D
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Cerise - A16 Changelog
-fixed displacement leaks (visible nodraw), smoothed some displacements and changed alpha
-added proper textures
-fixed floating doorframes
-fixed some lighting
-made the spawnpoints more spread out (again)
-removed right exit from spawn
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Cerise - A15 Changelog
-displacements!
-added autumn-themed stuff as decor in the map
-lowered the out-of-bounds scenery (instead of a sharp cliff, it looks more realistic now)
-replaced brushwork on left path with actual props
-replaced cave in mid with stairs on both sides leading to mid building
-switched old cap text to the localized one used on valve koth/arena maps
-widened the spawn points so that more of the spawn is utilized
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Cerise - A14 Changelog

-fixed a small gap in the main connector buildings' exterior walls
-lowered the fences on the inner cliff path
-removed excess fencing on mid
-altered the geometry of mid's deathpit cliff building
-removed the extension of the connector building on mid as it lacked purpose
-gave most of the geometry basic textures in preparation for beta (left out structure walls as they require finer detail anyways)
-moved the props from the main route to the mid sheds
-added a concrete base for the cap
-added slight foliage to the top off-bound section
-added a couple guide signs
-added capture zone text by the cap
Cerise - A13 Changelog

-removed the door on RED spawn accessible for either team, because i'm tired and blind
-clipped the space under the roofs of the spawn sheds to avoid players getting stuck there
-added fencing to the new inner route and made it wider on the main side
-removed asymmetric fence from RED route that i forgot lol
-made BLU barrel stack on RED side appropriately colored
-removed crate from the main path to open it a bit
-shrinked the inner route and pushed it closer to the main wide path, making it impossible for a single sniper to cover the entirety of mid
-improved lighting over dark areas for a temp solution before beta

(no screenshots this time)
Cerise - A12 Changelog

-moved pickups close to spawn towards the centre and balanced the existing pickups
-tweaked the wide path a bit to cover a long sightline
-lowered "jump fence" to level with the wide door
-tweaked the ramp in tunnel
-dropped capture time by 1/4 (12 s --> 9 s)
-widened the tunnel
-extended cap under the balcony
-added a new route on the opposite side of the death pit cliffside, opening up the area
-changed spawn to fit the new route approriately
Cerise - A11 Changelog

-removed boxes on cap that give direct access to cliffside shed roofs
-fixed texture color on cap sheds to grey instead of blue
-made cliffside mid structure out of bounds
-added fencing in mid to cover direct sightlines to spawns from safe positions (this shouldn't obscure the flow of movement that much)
-cliffside ramp is a bit steeper now to match up with the new barriers
-removed the bridge on mid's tunnel
-shifted the side resuuply cabinet closer to the door
-made the full healthkit safer to get
-added a new sign next to the healthkit, courtesy of @Berry (oWo pack)
-added a new connector doorway to mid connectors to make it easier to rotate to the routes from spawn
-made most of the mid staircase off bounds to cover up sightlines
-changed spawn ramp to make it simpler to go to the point instead of looping from the side ramp
-removed clipping from the spawn fencing and lowered it to make it possible to cross
-new optimization aside the original geometry optimization; added areaportals to separate buildings from the exterior level
-added team signs to mid to differentiate the sides
Cerise - A10 Changelog

-removed unneccessary barrier in mid's ramp from cliff to point
-removed trees from gameplay space
-removed cliff side building to cut the sightline and keep the gameplay focused on the cap
-raised spawn fences a bit to make it clear that it's blocked off
-removed clutter from main route and made it simpler to enter from spawn area
-fixed spawndoor triggers' that made it possible to open through a corner due to clipping
-removed prop clutter from cliffside
-lowered point's hazard tapes to 1 hu thickness
-made the capture trigger way smaller than it needs to be
-made the off-limit cliff more pleasing with rock textures
-removed func_nobuild over small sheds on cap
-added a new mid building on the off-limit cliff section (where the old one-way building was located)
-remade a bunch of stuff of the core layout to play out better for koth
-reduced the height of the pit by a lot
-tweaked the cliffside path and got rid of the lowered height to
reduce the height difference between the cap area and the cliffside
-removed rocket and made new cap
-reworked on mid "tower" to fit the cliffside path
-lowered func_nobuild
-removed underground path completely to improve gameplay flow
-added a few trees to the gameplay area (removed the unnecessary ones out of bounds
-rooftops that are accessible by any class have no func_nobuild
-combat should now actually focus around the point instead of having paths lead to the other spawn lol