Staple

Staple rc1

Updated the site download to the latest workshop version
  • random detailing and lighting
  • removed the trimp ramps and breakable windows
  • They sucked!
  • A lot!
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  • Fixed error props
  • Fixed lots of weird floating props
  • Fixed bad texture misalignments
  • Fixed ugliness
  • Im bad
  • Added wooden boards to each side's open wall that can be broken
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  • Removed annoying rail
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  • Added trimp ramp
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  • Made this skill jump to the balcony easier
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  • Redid the balconies on each side to instead be a blown open wall
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  • Made the pit much deeper and made it look much better
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(still pretty temporary, a lot will change regarding that edge in the second pic)
  • Added hay bale cover to the front of the combine to make it more usable
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  • Added chalk stencils that show where the trigger for the sliding door is, while also making the trigger large
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  • Textured each side's lobby (will change much more)
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  • Textured ecah side's exterior (red will change a lot)
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  • better 3d sky
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  • many many many more things, including some clipping, issues getting stuck, you get it
  • New 3D skybox (will obviously change)
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  • Redid the bottom entrance into the lobby
  • It now connects to the enemy team's side
  • Metal placement was readjusted to compensate
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  • Removed the window and instead made it open
  • This allows for faster rollouts into the enemy territory, meeting in the lobby more often, as a jumping class or scout
  • Also adds a risky skilljump for getting into enemy spawn
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General Changes-
  • Fixed a few skins being incorrect
  • Fixed very little clipping
  • Fixed broken sliding door
  • Redid some aspects of the spawnroom, including lighting
  • Sliding door has been replaced by a permanently open frame
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  • Redid the cliff, making it longer
  • New detail
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  • Redid the entire lobby
  • It's now longer, has the pickups adjusted, and has cover
  • The window was removed from the second story
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  • Gave the medium ammo a shed for cover
  • should make for more interesting decloak spots
  • fences were adjusted to change up how the point was approached
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  • New cover added between the spawn and the control point
  • Balcony is short
  • Ramps to the point are easier to access
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  • Added small health near the balconies to make it more favorable for attackers while also making it attractive for defenders to jump up to
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General Changes-
  • Improved clipping
  • Changed the lighting to match koth_highpass
  • Redone detail

  • Added cover around both capture zones
  • Added some themed textures to each side
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  • Added misc. props to each lobby
  • Raised the roof above the window overlooking each cliff
  • Fixed clipping around some of the doorways a little more
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  • Made it easier to jump over each side's railings in the window room
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  • Removed the z-fighting window props (fiiiiiiine)
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  • New light props courtesy of Tumbolisu
Now I'm going to respond to some feedback I got from the site.

  • "teams should own their own point when they game starts"
Originally the map had this idea, but I disagree with this decision for several reasons. Having each point start uncapped makes each team split up into two sides, most of the time. It gives choice between players to either hold more defensively and capture, or blitzkrieg the other team before they cap their own. It's like a rock paper scissors game and hopefully the map reflects that in the best way possible.
  • "capping is too soon"
I decided not to change the cap times in this version because I think that while they may be a little long, it makes the beginning of the game last much longer so players can make more decisions before they die and have to sit out. Generally it makes it feel like you're playing the map for longer, which is nice in arena.

That's about it, I hope you enjoy this version of the map!
  • Added new cover to each side made of concrete that blocks a small sight
  • Made the capture area more obvious
  • Added speakers
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  • Redid the ramp to have less space on the edges
  • Added a window above the sliding door to spam pills or other things at people on the other side
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  • Moved the health and ammo to inside of the lobby to make holding the cliff sightly less powerful and the health more accessible for defenders
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  • Rehauled the useless room to have a dropdown to the connector between spawn and the cliff. It has a sight to the window looking outdoors and should allow for some interesting plays
  • Window now has glass to prevent a sightline being abused
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  • Added health and ammo to the spawns sliding door
  • This should make the spawn room more appealing as a defense location
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  • ???
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  • Added areaportal optimization
  • Raised the ceiling in the lobby
  • other fixes I forgot about
  • Added windows to each side to better show where the control point is
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  • Gave blue side more colored textures
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  • Control points start neutral until I can fix the issue where both teams capping doesn't win