Coilblaze

CP Coilblaze rc8

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Jusa

aa
May 28, 2013
378
618
rc1

Workshop release!

MID:
-added a small health pack on both sides of mid
-minor detail tweaks

2ND:
-added a small health pack behind the metal cover
-replaced the small stairs leading towards point with displacements for smoother movement

LAST:
-minor detail tweaks

Workshop

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Jusa

aa
May 28, 2013
378
618
rc3

MID:
-replaced clunky model rubble pile with displacements for smoother movement

2ND:
-rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
-this also removed some unnecessary height variation inside mid house.

-all sort of small texture and detail tweaks
-replaced some custom content with ingame textures
-added a few upgraded posters by Square!

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Jusa

aa
May 28, 2013
378
618
rc4

MID:
-reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
-buffed the small health kit on the left on mid house to a medium, matching the rightside
-medics can use the new structure on left to reach mid roofs when beamed with scouts
-added a ramp to the left side from lowground
-lifted up and extended the balcony to make it more viable for contesting highground
-clipped a spot that allowed all 9 classes to jump on top of mid roofs

2ND:
-added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
-blocked off the dead space corner on the left when entering valley from mid
-lifted the bridge building above valley higher so jumpers are less likely to bump into it
-enlarged the middle entrance to 2nd from mid
-cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
-enlarged the door from valley to the point and opened up the window above the door

LAST:
-dropdown be gone! replaced dropdown with a lower entrance to last
-reworked right entrance to last to allow more cover for attackers from snipers holding far back
-rised the ceiling drasticly, jumpers should have a better time highbombing now
-closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
-removed the door facing to the left from the middle entrance

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Jusa

aa
May 28, 2013
378
618
rc5

2ND:
-rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
-rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
-reworked the area near this entrace slightly to make movement a round the area smoother
-removed some unnecessary props
-clipping improvements

LAST:
-resizing: reduced the length of last by 128hu and added 128hu to the lobby
-this should make lobby feel less claustrophobic and make attacking last easier
-reworked the pillar/pipes near the left entrance slightly
-removed the crates on the lower floor of last
-extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
-reduced the capture time from 3 seconds to 2.5 seconds
-moved the crate back againts the wall on right entrance to last and swapped the small ammo to its place
-lobby ceiling lifted drasticly to allow more room to jump around
-reworked the crates on the right side entrance to lobby for smoother movement
-clipping improvements

OTHER:
-some optimization
-a couple of new signs around the map and visual improvements

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
Always liked this map, haven't played it in a while so here's some feedback

20190116205956_1.jpg
-these cylinders could use more angles
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-smooth out the clipping, it's easy to get caught up on these
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-grass sticking through wood
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-I get that red light in the upper area is supposed to help make it more noticeable, but there's gotta be a better way to do it. Right now it just looks weird to be so much brighter than everything around it.
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-The Far off detail, which may be the 3D skybox, could REALLY use some work. Right now it's very basic and just doesn't look right
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-I can see outside the map here by rocket jumping
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-I can go through this large pipe and the roof above it. It's super noticeable.
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-I think these indoor windows should be lit up so it doesn't look like it's pitch black night outside.
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-This out of bounds area is very close to the in bounds area and it's hard to tell where the bounds actually are
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-This area is SUPER empty
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-Metal's a bit thick
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-grass going through the metal
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-This area is similar in height to the areas around it which makes me think I can rocket-jump there, but I can't
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-What's the point of the area with the crates? It just seems to be like that cause it can be and seems a bit overly complex than it needs to be
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-Clipping around this metal sheet is odd
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-the darkest grey metal could use more angles
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-These nooks with computers should be clipped flat with the wall I feel
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-This area feels like dead space
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-I'd recommend making a blend texture between the gravel and the ground and have it fade out to ground instead of the hard stop that's there now
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-It's just so empty and bland :(
20190116212403_1.jpg
-more angles please
 

Jusa

aa
May 28, 2013
378
618
rc6a

MID:
-narrowed mid about 128 units on both sides by moving the side buildings and balconies towards the mid building
(due to this change, medics are now able to jump on to the mid building from the side building balconies with just thier base speed, previously needing to be healing a scout to achieve this. snipers are not able to jump up top)
-killed a bunch of nasty sightlines by reworking and adding cover around mid

2ND:
-killed some more sightlines by adding, reworking cover, slightly reducing the width of the middle doorway from mid house to 2nd, and by moving the furthest entrance to last lobby lower
-made the top left valley flank/jump route jump classes only to prevent snipers using the spot

LAST:
-chocked bottom right "secret" entrance more
-added a ramp to top left entrance for easier fallbacks post uber
-reworked the stairs leading to last from the middle main entrance slightly

OTHER:
-detailing and lighting improvements
-some very soviet concrete barriers
-UAZ vans

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