Watergarden

CP Watergarden 001d

Pdan4

Still trying to add
aa
Nov 25, 2013
104
239
-Removed those silly bridges that made 85% of the map meaningless
-Given a decent artpass
-Added signage (pls enable overlays)
-Fixed the point killing its riders
-Fixed the point locking randomly
-Setup time added
-Cap times slightly adjusted
-Clipping fixed around spa tunnel exit
-Added dropdown exit for spawns, takes you out to that edge pool area, which leads to:
-New area, "storage room" added, with a new perilous flank route to the upper level
-Ruined the lighting a bit, but hey, this is for the *gameplay* contest (and each full compile takes like 20 min, 30 with HDR).

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Last edited:

Pdan4

Still trying to add
aa
Nov 25, 2013
104
239
Many of these are hypothetical:

-Fixed RED spawnroom (I changed the spawnrooms but forgot to edit the triggers last time, whoops)
-Fixed an issue where the platform was blockable by players.
-Extended cap times and shortened spawn times.
-Allowed BLU to build during setup.
-Added and tweaked signage.
-Made lighting less hotspotty.
-Made the clocks in the storage rooms make more sense, added a bit more lighting.
-Moved two healthkit packs to stop potential sniper camping.
-Narrowed window on second floor so it's difficult (if not impossible) to jump over to the bridge (unless you're a jumping class which is then fine).

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