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  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
  1. squ1rrel

    CP Last Call

    Relatively minor... B: -Added a ramp to the second bridge -Lowered the respawn time for Red when defending B C: -Moved Red's spawn to other side -Removed one of the sniping spots outside spawn -Added a small drop down in Red's spawn Read the rest of this update entry...
  2. squ1rrel

    Last Call - A17: The Seventh Cathedral Update

    Relatively minor... B: -Added a ramp to the second bridge -Lowered the respawn time for Red when defending B C: -Moved Red's spawn to other side -Removed one of the sniping spots outside spawn -Added a small drop down in Red's spawn
  3. squ1rrel

    Dusk till Dawn - Detailing Contest 2019.

    hopefully i can make something after uni finishes!
  4. squ1rrel

    WiP in WiP, post your screenshots!

    Rough around the edges but wanted to test out some British railway architecture for my map...
  5. squ1rrel

    CP Last Call

    Had some time over the Easter break so here's an update... A: -Reduced sightline on balcony B: -Moved Blu's 1st foward spawn nearer to B -Added new building with bridge- flank now should be more integrated -Other building slightly moved C: -Adjusted sightline slightly -Lowered covering...
  6. squ1rrel

    Last Call - A16: The Flank Update

    Had some time over the Easter break so here's an update... A: -Reduced sightline on balcony B: -Moved Blu's 1st foward spawn nearer to B -Added new building with bridge- flank now should be more integrated -Other building slightly moved C: -Adjusted sightline slightly -Lowered covering...
  7. squ1rrel

    CP Last Call

    Last update to come for a bit while I'm busy studying etc... Read the rest of this update entry...
  8. squ1rrel

    Last Call - A15 version string fix

    Last update to come for a bit while I'm busy studying etc...
  9. squ1rrel

    CP Last Call

    A: -Added another flank route for Blu -Moved location of small hp -Removed doorway overlooking A (aim to deny use of sentry guns) B: -Raised height of buffer area for Blu- Red now has to push upwards -Added offensive firing platform for Blu over bridge -Red now has to push through...
  10. squ1rrel

    Last Call - A15: The Second Courtyard Update

    A: -Added another flank route for Blu -Moved location of small hp -Removed doorway overlooking A (aim to deny use of sentry guns) B: -Raised height of buffer area for Blu- Red now has to push upwards -Added offensive firing platform for Blu over bridge -Red now has to push through...
  11. squ1rrel

    CP Snow Mountains

    Love a 3 stage A/D. Look forward to testing it.
  12. squ1rrel

    CP Last Call

    Don't have my log so going to list the changes from memory... A: nope B: -Red and Blu now use the same spawn (not at same time) -Added an extra spawn door C: -Massive redesign -Cathedral now looks like a cathedral -Much larger than previous versions -Outside area included -Buffer...
  13. squ1rrel

    Last Call - A14: The Sixth Cathedral Update

    Don't have my log so going to list the changes from memory... A: nope B: -Red and Blu now use the same spawn (not at same time) -Added an extra spawn door C: -Massive redesign -Cathedral now looks like a cathedral -Much larger than previous versions -Outside area included -Buffer...
  14. squ1rrel

    KotH Water Path

    Your map provides entertaining gameplay especially as I usually dislike koth. Well done! The height variation is the best feature of this map but I think the map generally could be simplified a bit. Perhaps make areas far away from the cp less varied in height? Its quite taxing on concentration...
  15. squ1rrel

    CP Last Call

    Thanks. Good points raised here. C will definitely need to be less cramped. It's always had a problem of being a massive choke... I have a few ideas about it in the meantime on how to fix this though!
  16. squ1rrel

    CP Last Call

    Its been a while... uni has kept me busy. A: -Nerfed sniping balcony at A slightly -Made windows in upper hut glass -Lowered ammo availability B: -Removed need for ramp for Red spawn -Added props by window sentry spot -Removed a window prop -Added hp in Blu's flank route C: -Removed dropdown...
  17. squ1rrel

    Last Call - A13: The Spawn Room Update

    Its been a while... uni has kept me busy. A: -Nerfed sniping balcony at A slightly -Made windows in upper hut glass -Lowered ammo availability B: -Removed need for ramp for Red spawn -Added props by window sentry spot -Removed a window prop -Added hp in Blu's flank route C: -Removed dropdown...
  18. squ1rrel

    CP Last Call

    A: -Made flank route more noticeable -Made rubble prop less obstructive -Clipped small frames by A -Clipped wall next to resupply -Fixed visual error on transition ramp (like on egypt) B: -New area with a new capture point -Features a railway, bridge and buildings to enter C: -Dropdown only...
  19. squ1rrel

    Last Call - A12: The Town Update

    A: -Made flank route more noticeable -Made rubble prop less obstructive -Clipped small frames by A -Clipped wall next to resupply -Fixed visual error on transition ramp (like on egypt) B: -New area with a new capture point -Features a railway, bridge and buildings to enter C: -Dropdown only...
  20. squ1rrel

    Existing aeroplane model I could use?

    The Frontline pack has lots of ww2 aeroplanes. The Decker pack has also has some military ones. Squeezit made this (its one of those small privately owned planes).