cp_pagoda

CP cp_pagoda A7

Mâché

Big Ferret
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Sep 7, 2015
381
301
cp_layers - A simple 5cp map (that probably sucks)

A simple 5cp map.
Screenshots coming soon; I uploaded this in a rush for an imp.
 

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Big Ferret
aa
Sep 7, 2015
381
301
This update is so massive that there won't be a changelog. Second/Fourth had several changes made, and last got a 100% overhaul, while mid is pretty much the same as it was before (save for a few new doors to the points).

I'll let these screens do the talking for me:
20160410103405_1.jpg
Mid

20160410103424_1.jpg
Second

20160410103441_1.jpg
(Lower) Transition to Last

20160410103508_1.jpg
Last itself

20160410103539_1.jpg
(Upper) Transition to Last

20160410103613_1.jpg

A full map overview

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Big Ferret
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Sep 7, 2015
381
301
Changelog:

GENERAL:
-Added and changed some signs throughout to better direct the flow of gameplay
-Lowered the giant-ass walls so that the map could generally be brighter

MID:
-Removed the resupply lockers from the forward spawns and made the doors one-way
-Removed doorway to last to prevent confusion
-Upgraded the medium ammo kit underneath the mid point to a full ammo kit, to help engineers compensate for the loss of the resupply locker's metal for teleporters
-Fixed Blu's forward spawn triggers (they weren't linked to the correct door)
-Moved the window to the medium health room over a bit so the forward spawn door doesn't clip through it

SECOND/FOURTH:
-Removed the wooden ledge near the point
-Where the ledge used to be, the block behind it was carved into a new ramp (to assist people defending their second and people pushing to mid when the game begins) and has glass walls to weaken engineers
-Also where the ledge used to be, on top of the new block/ramp is a passageway to the rightmost part of the transition to last's balcony
-On the opposite side of the point is a new forward spawn for people who've capped mid (it also has no resupply lockers and is 1-way)

TRANSITION TO LAST:
-Where the doorway to mid used to be is now a ramp leading up to the far left side of the balcony
-The shipping containers are now symmetrical
-Removed all of the prop doors leading to last

LAST:
-Cut diagonal chunks out of the backs of the ramps near last to make sentries more vulnerable
-Removed the wall directly in front of the point
-Added a glass floor in the middle of spawn so players can see the point and monitor it from inside spawn

-Possibly more I dunno lol

Screenshots (including a proper overview screen, thanks Another Crowbar for sending me the link to Crash's video!)

20160412165857_1.jpg

20160412165914_1.jpg 20160412165919_1.jpg 20160412165924_1.jpg 20160412165933_1.jpg

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Big Ferret
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Sep 7, 2015
381
301
Very few changes (except for second/fourth, which its changes only warrant a screen), so I'm just gonna list all of them at once;

-Reworked second/fourth (see screens)
-Fixed first forward spawns not having respawn trigger volumes
-The medium health near the medium ammo on the first floor of the transition to last is now a full health (because of a sightline to it)
-Fixed forward spawns not having one-way textures on the outside
-Removed the collisionless lamp props
-Simplified a few areas
-Simplified the displacements

-Possibly more I dunno lol

Screens:
20160415201540_1.jpg

20160415201604_1.jpg 20160415201613_1.jpg 20160415201631_1.jpg

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Big Ferret
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Sep 7, 2015
381
301
Pagoda is now in beta! I've kinda decided to abandon the suijin / kong king theme and go with something simpler.

Most of this update was a texture overhaul with a few tweaks thwon in, so I'm not gonna bother with a changelog this time. INSTEAD, have some screens (that now replace the old ones from the pain page)!:

20160416131937_1.jpg

20160416131711_1.jpg 20160416131719_1.jpg 20160416131729_1.jpg 20160416131738_1.jpg 20160416131745_1.jpg 20160416131808_1.jpg

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Big Ferret
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Sep 7, 2015
381
301
By the way, if anyone can tell me how to fix that pesky skybox (it's supposed to be Hydro's, but right now it's mysteriously an HL2 skybox), that would be amazing!
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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2,579
Find the skybox you want in the TF2 skybox list and copy its name into the Skybox field in the Map Properties window.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
(Note: It's A7 because A5 was B1 without the new textures [never released] and B1 was basically A6 because I didn't know how going into beta worked)

Changelog:

GENERAL:
-Finally fixed the skybox being an HL2 skybox and not Hydro's (Thanks Pocket!)

MID/SECOND:
-Built an extension over the large choke between mid and second, not only to make it chokier, but also to block a nasty sightline between second and mid.
-In the same extension is a new route to last's transition that contains a few crates and a glass wall (to block a sighline from the building to the back walls of last)

LAST:
-Move the last point forward a bit so it's in front of the spawn doors
-Added a chicken-wire wall behind the point to shrink the play area a bit

-Possibly more I dunno lol


Screenshots:
20160507164946_1.jpg
20160507165005_1.jpg 20160507165015_1.jpg 20160507165024_1.jpg 20160507165046_1.jpg

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