- D point is now unlocked from the start
- Lower exit into B for BLU team is now unlocked from the start
- Capturing C now restricts RED team from exiting spawn from anywhere other than the lower main exit
- Reduced C cap time
- Slightly reduced overall respawn times for BLU team
- Restructured the lower main exit from RED spawn to be more protected from spawncamping
- Made changes to obstruct problematic sightlines on all four points
VISUAL CHANGES
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
LAYOUT CHANGES
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
MISC LOGIC CHANGES
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec
VISUAL CHANGES
- Minor texture changes
- Added caution tape texture to the nobuild area on D
LAYOUT CHANGES
- Added a slow gate entrance from lobby into the room that opens up after C is captured

Attachments

  • cp_scourge_b3_explained.png
    cp_scourge_b3_explained.png
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BUGFIXES
-Fixed an issue where BLU team could open the shutter into RED spawn on C
VISUAL CHANGES
-More artpassing
LAYOUT CHANGES
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
MISC LOGIC CHANGES
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A
Detailed C a bit more, added some props
Artpassed the map
Fixed an issue where RED team respawns in the wrong area when A is capped.
LAYOUT CHANGES:
-Added an unlockable passage between C corridor and D with a small healthkit in it
MISC LOGIC CHANGES:
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
POINT LOGIC CHANGES:
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D
BUGFIXES:
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
VISUAL CHANGES:
-Added more overlays and sign props to help guide players
LAYOUT CHANGES:
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
MISC LOGIC CHANGES:
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
POINT LOGIC CHANGES:
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B
BUGFIXES:
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
VISUAL CHANGES:
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
OPTIMIZATION CHANGES:
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
LAYOUT CHANGES:
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
LOGIC CHANGES:
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs