sovereignty A6

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  1. cp_sovereignty A6 update

    Minor update

    - Fixed a ledge in the cave area that Engineers could access and build on.
    - Fixed mid cap point not changing colours when captured by Red team.
    - Fixed a gap in the floor in both teams spawn rooms.
  2. cp_sovereignty A5 update

    - Resolved multiple clipping issues across whole map
    - Resolved multiple long sight lines
    - Moved second cap slightly to be more central in relation to its surrounding buildings
    - Added rock over hang in caves mid area
    - Added window to large building at second point
    - Added upper walkway and rear entrance to building at second point

    - Yes its medieval themed, no its not melee only. I don't think this breaks any kind of unwritten rule.
    - Feedback is noted on the waterfalls...
  3. cp_sovereignty A4 update - Major rework

    - Reworked entire mid and second points. Was previously a symmetrical 'S' shaped map. Now a mirrored 'U' shape. Primarialy done to improve optimisation.
    - Reworked central cave area to provide alternate routes. Consideration given to ensure these aren't the only option for spawaning players.
    - Moved last point back to provide further cover for attacking players attempting to cap
    - Added alternate entries on to last point
    - Added additional areaportals
    - Reviewed pickup locations
    - Addeded...
  4. cp_sovereignty A3 update

    - Made all waterfalls transparent
    - Reworked the top exit from caves at mid to nerf Sniping advantage
    - Reduced open sightlines at mid
    - Added sentry nobuilds to underneath waterfalls to prevent Engineers hiding them from player sight. (Teleporters and Dispensers are allowed for now)
    - Added additional clipping to map edges and above all buildings
    - Reworked building placement on second cap and added further detailing to demonstrate correct scaling
    - Resolved an issue with clipping height at...
  5. cp_sovereignty A2 update

    - Reviewed scaling:
    The map feels overscaled currently but cap distances are spaced well compated to other 5cp maps. It is intended that the map has a large height scale. Additional props and buildings will reduce this effect in due course. 2nd needs additional buildings and paths added for the next update.

    - Reworked last for scale and height variance
    - Resolved a mistake that caused a diference in team respawn times
    - Added additional clipping
    - Resolved displacment that was too steep to...