CP Riverside

CP CP Riverside B6

May 27, 2017
133
148
CP Riverside - Cp Riverside is a work in progress 5cp map with an alpine theme.

I did an oopsy and deleted my whole thread for this map so here it is again. Note, don't edit forum stuff while sleepy. Anyway this version is current and up to date.

Changelog from my last update which is version a4c.

Hello again, after the imp today I have done a quick update.

Changelog:

The last point spawn now has a third exit, it's small and easy to see when you spawn in. It leads outside to the right side of the point.

Added a sign pointing to the battlements outside of the most forward spawnroom (close to mid)

Opened up the lower area leading from second to last (The part where all the crates were which made it very narrow and hard to navigate)

No new images since they weren't really needed for this patch (and I am in a hurry at the time of updating)

All screenshots are up to date.View attachment 50645 View attachment 50646 View attachment 50647 View attachment 50648 View attachment 50649 View attachment 50650
 
May 27, 2017
133
148
Hey all, back again with another version.

Changelog:

All signs now have no collision

Added a little bit of clipping

Adjusted spawn times, the defending team should have the chance to get out and be ready when the attackers arrive now

Removed a sightline from second to last spawn

Removed the useless piles of wood at last and used them to make a wall to block the sightline

Last capture zone has had the size changed to fit the platform and it's been marked

The dead end in the build leading from mid to second has been removed

Some signs were added (2 on each side)

Changed the lighting in several areas

Changed a few health packs around

Added a health pack for rollouts

That's pretty much it. Enjoy!

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CareBear

L1: Registered
Jul 19, 2016
36
4
From the screenshots i see that it is quite flat, could maybe do with some more height variation
 
May 27, 2017
133
148
Hey all, got around to doing another update to Riverside, hope you enjoy!

Changelog:

Added some different variations in height in places

Adjusted some signs to be in the middle of doorways

Added stairs leading up to the bridge at mid for classes which can't jump without the assistance of weapons

The rocks at mid have been rotated slightly so you can run around them now

Some more metal was placed in second (Under the bridge on the building leading from second to last a small ammo was placed and the medium that was there moved to inside the building

An area for sentries to be built has been added in mid (Hopefully it won't be too OP and be just right, it's near some metal too with cover for the dispenser)

Added a sign that directs you to the fight when you spawn after capping mid

Raised a roof on some buildings so it doesn't suggest you can jump on it

Fixed an issue with one of the spawnrooms not working (my mistake, it was set to the wrong team!)

Some other bits and bobs were done but I've forgotten what they are.

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May 27, 2017
133
148
I'm baaaaaaaaaaaaaaaack with another update! This time I'm hoping to jump into beta after a test!

Changes:

This time I actually fixed the spawn times for when second is capped

Mid was increased in size width and length ways to remove claustrophobic feelings

Some windows that can't be jumped through have had their model changed to not give the impression that they can be jumped through

increased the size of the building leading from second to mid

Added nobuild to a roof that could be built on

Spawn rooms that can't be accessed once you leave have had their skin changed to say this

Clipping has been added in places


Hope you guys enjoy!

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Moonrat

nothing left
aa
Jul 30, 2014
932
585
Got some feedback

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This area between Second and Mid is pretty boring right now, fighting in it is pretty much flat. I think you should replace this nearly unused building with a platform that gives the area an immediate height advantage. Along with some stairs on both sides, it'd make this area a lot of interesting to be in.

6mfLPzf.jpg


This building was basically unused, removing it would mean one less spot to check for attackers.

ChM2N3W.jpg


This upper position is very powerful, but the only enemy classes that can get up there are explosive jumpers. It'd help Spies and such contest Sentry nest up here if you made the side building there accessible, and had a stairway connecting the upper and lower levels. Otherwise a decently protected Sentry up there is nearly indestructible.

I've had a lot of fun playing this map in the 4 imps I've played with it, I hope you consider these changes for A9.
 
May 27, 2017
133
148
Back with a new version, here's a changelog!

Changed the building overlooking mid to be smaller and so you can't shoot out of this. This'll be good for spies and ninja engies or if you need to cool off for a moment and plan

The building on the flank route going from second to mid had the building removed and a platform added to add height and make it a little less boring

Mid's bridge has been reduced in size a little so it's less cramped and the point size was decreased in size

There was a building added to last so that spies could counter the sentry nest built above spawn

Spawn times worked around a bit more, hopefully this'll balance things and make last a little easier to cap

Other changes were done but I forgot them. You'll notice them though.

Enjoy!

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May 27, 2017
133
148
Well I did it, finally moved to B1!

Changelog:

Well it's actually pretty now, basic detail includes roofs, textures, clipping, all that jazz

Spawntimes adjusted again (requires testing)

Fixed an issue where you could get stuck when running out from under mid

Removed a small health on second

Small changes here and there

Enjoy!

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May 27, 2017
133
148
Moar updates!

Changelog:

Another pass of artwork has been done

Added a new route leading from the building overlooking mid (The dead end one with windows that are blocked off) leading to the wide route nearest to it. This should make it easier to kill the snipers and such on the bridge overlooking second (I'm looking at you Roll!)

Added a medium health pack under mid's bridge

Fixed the issue where sentries were shooting through stairs

Removed the bigger barriers on mid's bridge to smaller barriers

Changed the water texture size outside of the map

Spawn times adjusted (again)

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Mar 23, 2010
1,872
1,696
I like this map & the routes/yard to 2nd point a lot. Feels like last is kind of meh and mid might have a lil too much cover? the rocks made fights take forever at mid
 
May 27, 2017
133
148
After a few weeks, I am back once again! This time with some more drastic changes.

Changelog:

Fixed some clipping issues

Made second a bit larger

On second, the building overlooking second (the one with the pile of wood) was reduced in height to remove fall damage

Removed a medium and small healthpack from second

Changed respawn times again

Moved some health and ammo around in places so they are seen by both teams when attacking or defending

The railings were all made nonsolid

The fences near mid had chicken wire placed behind them to signal that you can't shoot through them

Detail changes

Distance between second and last increased by 192HU

Distance between spawn and last was increased to give attackers more of a chance

Optimisation changes added too

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May 27, 2017
133
148
Changelog:

Changed the texture on the chicken wire to make it more visible

Moved the dropdown in the building leading from second to mid back

Second's capzone height was decreased so it cannot be contested on the cover

Clipping fixes

Mid's spawnrooms have had their door sizes increased

The ramp leading to mid has had another ramp added to it

Moved the last point on each side forward another 64hu to give attackers a little more chance to cap

Spawntimes adjusted again

Some patches for health and ammo weren't showing, it has been fixed

More detail

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May 27, 2017
133
148
Changelog

A medium healthpack leading from mid to second has been changed to a small

Wall added near last's point to give attackers a little extra time to cap

Last has been reworked to provid different height and such

Moved a supply cabinet around in the last spawn

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