cp_neighbor

CP cp_neighbor b3

Segab

L1: Registered
Oct 9, 2017
12
7
cp_neighbor - 2cp map in a city inspired by San Francisco and Montreal

My first full fledged map. A single-stage 2cp attack-defend map, set in a city at night. Inspired by San Francisco and Montreal.

I'm using this row for the Connect 5 contest:
noG8usg.png


View attachment 73369 View attachment 73375
 
Last edited:

Segab

L1: Registered
Oct 9, 2017
12
7
  • Changed respawn wave time for Red on B to 8 secs (from 6)
  • Wall next to B lowered to make it easier for attackers to shoot the strong sentry nest
  • Wall between Hotel lobby and point now has windows to make attacking B less of a blind guess
  • Added a small side door to Hotel lobby
  • Pushed Red spawn away from side path, should be more viable for Blu
  • Improved clipping around props so Spies don't get stuck and Soldiers don't bump their heads on invisible ceilings
neighbor_a5_01.png neighbor_a5_02.png neighbor_a5_03.png

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Segab

L1: Registered
Oct 9, 2017
12
7
  • lots of visual updates to Hotel lobby, moved the desk away
  • larger water texture in skybox
  • skybox trees blend better with background
  • closed up both ends of the highroad
  • barbed wire at the top of the smaller building near A
  • some clipping around props

[pics later today]

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Segab

L1: Registered
Oct 9, 2017
12
7
  • No more dev textures
  • Textured the spawns to an ok level
  • Finished custom car model
  • The door leading to Red spawn near B is back to being one-way, and was moved closed to Red spawn
  • The crates that let attackers climb to A are replaced with a big staircase
  • Added visual warning about the death pit
  • The crates that let defenders climb over the pool fence are smoothed out a bit
  • Some prop variation, thinner windows, etc

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