Ricochet

DynCP Ricochet A7

Alpha 7 adds some basic optimization and packed custom content.

Full Change Log: ALPHA 7

General
- Added Areaportals
- Packed Custom Content

- Increased lighting brightness and added some lighting props
- Decreased the ammout of light enities
- Map is much more grassy
- Decreased thickness of roofs

Blue Spawn
- Removed the metal stands and replaced them with a Displacement hill


Cap A
- One way door next to Blue's forward spawn now is usable after capturing A

Cap B
- Deleted most of B and replaced it for a new building
- Replaced the rock on top of the hill for a small shack
- Removed some fences

Cap C
- Changed the 'Maintenance' room to connect with the staircase outside Red's spawn

(Also 180+ Downloads! Thanks everyone!)
Added a missing ladder texture, messed with a bit of lighting and textures. Not enough for a compile log.
Perhaps the final upload of Ricochet before the Dynamic CP contest ends.

(If the custom content isn't packed, please tell me as soon as possible. It's my first time working with custom content, I'm bound to mess something up.)

Full Change Log: ALPHA 6
General
- Custom props, yay!
- Clipping
- Minor detailing all around the map

Cap A
- Made a one way door for the incinerator room for Blue.
- Fixed the incinerator logic

Cap B
- Decreased cap time to 12 seconds
- Added a large cliffside detail patch near B

Cap C
- Increased cap time to 8 seconds
- Changed some signage
- Added railings.
- Replaced the "Metal Hydro Fences" for a wall
A5 Adds a forward spawn for Blue and other various changes.

Full Change Log : ALPHA 5
General
- Messed with the Respawn Times
- Messed with Health/Ammo Placement
- Lowered a few fences
- Minor Detailing

Cap A
- Added a small ammo kit near the incinerator
- Lowered the timer of the incinerator to 18 seconds

Cap B
- Increased cap time to 20 seconds
- Added an open window for Red to use while defending B
- Added a Max Ammo kit near the cliffside wall for defending engies
- Capping B now gives Blue a Forward Respawn

Cap C
- Increased cap time to 5 seconds
- Removed the staircase in the main choke
- Made the upper path to the A/C connector a 1-way door
- Replaced the metal wall with a fence on top for some pipes
- Added a staircase next to Red's spawn
- Added a small health kit for Defenders next to the point
A4 Makes the map less bad and more not bad with some small layout and gameplay changes.

Full Change Log : ALPHA 4
General
- FIXED THE RESPAWN TIMES. (Hopefully.)
- Changed the wooden fences skins from 0 to 1
- Replaced the rock texture for a better TF2-ier looking one

Cap A
- Moved the stairs to the point.
- Changed the health-pack on Blue's lower route to a Medium
- Made it so the incinerator room now just lights you on fire
- Added roofs to the building at A

Cap B
- Removed that weird looking wood building
- Added a large rock wall
- Added a small building for Engies
- Increased the cap time to 14 Seconds

Cap C
- Made the whole building brighter
- Removed the area under the point
- Added some more sniper-sightline cutoffs.
- Increased the cap time to 4.5 seconds.
A3 mostly focuses on the new B point. Yes, no more cramped metal rooms with holes in the roof.

Full Change Log: ALPHA 3
General
- Added more func_nobuilds to compensate for new crates/barrels
- Messed with Health/Ammo placement
- Attempted to fix respawn times
- Clipping

Blue's Spawn
- Removed the lower path for a more favorable route.

Cap A
- Increased Cap Times

Cap B
- Literally Deleted and Remade all of B
- Made the cliff-face lower
- Added more fences

Cap C
- Replaced the Max Health kit under last for 2 small health kits and 1 small ammo
- It's now slightly brighter
- Added a small detail room with a window for Blue to see the C point
- Added windows to Red's respawn doors.2015-12-31_00003.jpg 2015-12-31_00003.jpg

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For some reason... (Should be cp_ricochet_a2)
A2 reworks 66% of them map and adds an unnatural amount of fences*.

*Disclaimer: Fences may not be placed unnaturally.


Full Change Log: ALPHA 2:
General
- Added fences all around the map
- Messed with Ammo and Health Placement
- Added func_nobuilds around the map
- Fixed Respawn Times (Hopefully.)
- Minor Detailing
- Built Cubemaps

Cap A
- Removed the "Dynamic" door in the building before Blue spawn
- Added a new route to A for Blue
- Removed the "Dynamic" doors that caused a dead end
- Replaced the Saws for Fire.

Cap B
- Added an entirely new building next to the B building
- Replaced Red's cliff side route to B with a walled route to B
- Removed the moving door connecting B and C

Cap C
- Reworked the entire point
- Moved Red's Spawn
- Moved the cap point
- Removed the OP sentry spot(s)
- Added a Max Health kit below the point
- Added new ways for Blue to attack the C point
- Added a fancy skylight
In A1c I just added more sun, lots of sun.
Wanted to get my map out there, rushed it so much I didn't see the obvious things that should have been A1.

FULL CHANGE LOG - Alpha 1B
- Changed Blue's Tiny Spawn to a Different Tiny Spawn.
- Added some fences along the cliff sides.
- Added a new route to B for Red.
- Changed Cap Times
- Changed Respawn Times