ClobberStonne

CP ClobberStonne A17

Yaki

aa
Sep 3, 2018
416
254
ClobberStonne - Medieval 5CP set in a Medieval castle town named Clobber Stonne.

Ye Olde Medieval! This is an experimental map with 5 Capture Points with Medieval mode enabled. It is also my second map release ever.

Ring the Bell Tower at the mid area! Become a drunk in the Taverns! Be in the showdown at the final point at the Actor's Arena! And yes, Clobberstonne is a pun of cobblestone! Fight for your life in this weirdly symmetrical castle town!

Special features about this map:
  • When the setup end and the round begins, the capture point will not unlock until 30 seconds, about enough time for a Heavy to get to the mid point.
  • Standing on the capture zone of CPs that your team owns heals 10 HP/sec and refills ammo.
  • Capturing a CP will heal about 30-90 HP immediately that can overheal.
  • Capturing the enemy's tavern will open the gate to the final point.
 
Last edited:

Yaki

aa
Sep 3, 2018
416
254
Ver.A2 Changelog 9/21/18
  • Changed bar seat to use VPhysics instead of boundbox near CP2 and CP4.
  • Updated the area portals a little in mid.
  • Changed health packs in the alleys to near mid from medium to small.
  • Added better cover against Sniper/Medic sight-lines looking from the gates to spawns on CP1 and CP5.

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Yaki

aa
Sep 3, 2018
416
254
A little bit ago, HolySnickerPuffs told me where to find Morrigan Alley's asset pack, and it was found! Hooray. Now you can see the ammo and health packs replaced with meat and arrow quivers!

Ver.A4 Changelog 9/21/18
  • Models for ammo are now arrows in sacks, and health packs are now meat. All compiled and tested with sv_pure 2" so yes, it works.

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Yaki

aa
Sep 3, 2018
416
254
Ver.A5 Changelog 9/22/18

- Extended trigger on spawn doors on CP2 / CP4 (due to hitting the doors before they open)
- Moved barrels in mid area out from under arch (as to give reason to go under the arch)
- Changed support beams on CP2 / CP4 to extend off the wall rather than on the floor (b/c it's easy to backup onto and get stuck)
- Adjusted the narrow stairs in each tavern by cutting the bottom stair bars in half to "funnel" the player in (due to difficulty to get onto the stairs). May just have to rework the stairs.
- Changed side pathway ramp to cobblestone stairs.
- Braziers now ignite players who are on top of them for 2 seconds.
- Deleted stonewall that was along the wall from outside the gate (better for escaping)
- Added info_lighting to a bunch of stone trim
- Fixed a pillar not being mirrored on RED side near final cap.
- Made staircase to tavern roof wider.
- Made the bell rotate when the mid CP is captured.
- Made cleaner cuts for all arches.
- Made it so players can see the tops of roofs.
- Made displacements in the mid area.
- Removed one of the main bars from taverns.
- Opened up area near mid, some roofs are now accessible.
- Removed window near mid's stairs on RED/BLU sides

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Yaki

aa
Sep 3, 2018
416
254
Ver.A7 Changelog 9/23/18
  • Working on texturing the bell tower and part of the mid area. Needs review.
  • Playing with displacements. Look! I made a hill!
  • Updated the torches in spawn to use the right particle effects.
I think that's all for this update. Hope I make the imp today!

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Yaki

aa
Sep 3, 2018
416
254
Ver.A8 Changelog

- Pretty much changed the whole map.
- Reduced setup time to 5 seconds.
- Moved CP2 / CP4 closer to the middle point.
- Experimenting with Disciplinary Action effect out of spawn for the team who captured mid. Probably won't work but hey let's see.
- Added trees to mid to block sight-lines.
- And a whole bunch of other things.

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Yaki

aa
Sep 3, 2018
416
254
Ver.A9 Changelog
  • Added forward spawn atop the roof over Tavern.
  • Removed Disciplinary Action effect after capping mid.
  • Reduced final capture times on both sides from 3s to 2s.
  • Reduced size of pine trees at mid area.
  • Clipped the stairs up to mid.
  • Removed opening door sounds.
To be done:
  • Make it so Engineers can go to the forward spawn before the capture point requirement is met?

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Yaki

aa
Sep 3, 2018
416
254
Ver.A14 Changelog

Major Changes
-CP1 and CP5 (both called "Stage" on the HUD) can be capped at any time. Capturing the other team's Stage will reduce the capturing team's respawn times, while increasing the opposing team's respawn times.
- For either team to win, they must own all points.

Other Changes
-Expanded height of bell tower so players can drop from tower.
-Decreased times to capture all CPs
-Added trigger enveloping map to prevent any fall damage (for convenience's sake)
-Added block bullets to more stairs. (I think I got them all)
-Made hole to tavern easier to access.
-Fixed the spawns for RED's spawn actually being set to BLU team...
-Added more cubemaps.
-Added stairs near CP1 / CP5 because those spiral stairs were badly thought out.
-Removed spiral stairs.

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Yaki

aa
Sep 3, 2018
416
254
Ver.A16 Changelog

HALLOWEEN SPELLS
-Cut DMG_GENERIC in half. This reduces all Halloween Spell's damage (as well as Flying Guillotine and Bleed damage unfortunately)
-Spells are now more common in hand with the above change.
-On round start, all players spawn with spells.
-For the defending team, players can grab a spell from the resupply locker (with a cool-down of course)
-Added a few more spells to nab in certain places (top of Bell Tower, inside the side building)
-When the bell rings at mid, it'll drop 6 common spells, 1 rare spell on the CP. They disappear after 7 seconds, so grab them quick!

CONTROL POINTS
-Removed healing from CPs (for clarity since CPs don't usually heal)

Other Quality-of-Life Changes
-Changed cobblestone texture to black.
-Doors to forward spawns can be opened.
-Moved dirt mound closer in front of gate closer so all classes may jump in.
-Added a trimp near mid.
-Quieted down medieval soundscape. Added more howling wind sounds.
-Raised skybox ceiling (for tippy-top of bell tower)

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