CP Backwash B4

A jungle 5CP map at night

  1. Carange

    Carange L1: Registered

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    10
    Backwash - A jungle 5CP map at night

    Backwash is a tropical island hosting the two opposing bases.
    It showcases a mix in layout between Gullywash and Snakewater.
    This has nothing to do with backs.
     
  2. Carange

    Carange L1: Registered

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  3. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Why did you delete the previous thread? It looked fine to me...
     
  4. Carange

    Carange L1: Registered

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    Yeah, but the images had messed up plus I made a couple changes to the map too.
     
  5. McLovin

    McLovin L1: Registered

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    [​IMG]
    [​IMG]

    The map actually looks beautiful, and the layout feels great. Hope to see more.
     
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  6. Carange

    Carange L1: Registered

    Messages:
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    Changes -
    • Remade final point
    • Remade second point
    • Respawn wave changes
    • Respawn room logic fixes
    • Added a trimping rock :)
    • New flanks etc.
    • Made the map bigger/longer
    • Added signs and arrows
    • A couple other things

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  7. Carange

    Carange L1: Registered

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    Changes -
    • Changed the under flank for last
    • Changed the under flank for mid
    • Moved the ramp room entrance to last door to upper floor
    • Removed a rock or two
    • Health kit patches
    • Respawn room door
    • Changed the final points & spawns
    • Control point logic changes
    • Some lights
    • That should be it I think

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  8. Carange

    Carange L1: Registered

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    Changes -
    • Remade the lobby before last again
    • Added some fences and pillars
    • Windows on last
    • Fixed a problem with players spawning in the wrong spawn
    • Added balcony area between spawn and last
    • Change health and ammo around
    • Raised skybox at mid
    • Some small clipping issues

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  9. Carange

    Carange L1: Registered

    Messages:
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    10
    Changes -
    • Separated the well door outputs.
    • Shortened mid cap times.
    • Increased last cap times.
    • Given defenders height advantage on last.
    • Added side route to dropdown at last.
    • Replaced box jumps with stairs on the railing dropdown.
    • Changed to secondary route to a longer route more breathing room.
    • Changed underground route to a slightly shorter health route that exits at a different angle.
    • Changed the point area at second to a raised platform with cover.
    • Added some rocks
    • Burned the trees

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  10. Carange

    Carange L1: Registered

    Messages:
    40
    Positive Ratings:
    10
    Changes -
    • Removed railing
    • Increased defending respawn times
    • More lights
    • Removed flank to second
    • Reworked shorter route to mid
    • Added a compound between the choke and short route
    • A couple health pack things
    • Removed rocks at second

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  11. Carange

    Carange L1: Registered

    Messages:
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    Positive Ratings:
    10
    Changes -
    • Opened up the crate route to second.
    • Added fourth exit to second from the lobby.
    • Moved the small health route to a lower area with more health.
    • Water in the gameplay space.
    • Fixed a bug with the visleaves.
    • Widened choke.

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  12. Carange

    Carange L1: Registered

    Messages:
    40
    Positive Ratings:
    10
    Changes
    • Simplified lobby (a bit).
    • Moved forward spawns.
    • Changed point names.
    • Second takes a tad longer to cap to avoid steamrolls from mid.
    • Removed ramp next to mid choke.
    • Made the under-area at last smaller.

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  13. Carange

    Carange L1: Registered

    Messages:
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    Positive Ratings:
    10
    Changes -
    • Loads of detailing.
    • Optimisation.
    • Displacements.
    • Packing custom props and textures.
    • Clipping.
    • Some ramps have become less steep.
    • Some other very small changes.
    No 3D skybox or overlays yet

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  14. Carange

    Carange L1: Registered

    Messages:
    40
    Positive Ratings:
    10
    Changes -
    • Pipes under last have been changed to improve lighting.
    • The wooden hall before last has now got clipping around the scaffolding.
    • All game logic has been restored (i.e. doors, control points)
    • Added overlays on all health and ammo packs.
    • Windows behind the rock at mid now cast yellow light to brighten up darker areas.
    • Removed water outside second to prevent water-jumps and bad lighting.
    • Big new crag detail on the hill beside choke.

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  15. Carange

    Carange L1: Registered

    Messages:
    40
    Positive Ratings:
    10
    Changes -
    • Widened towers at spawn.
    • People holding mid now have a 2 second longer respawn.
    • An out of place looking fence otside lobby has been shortened.
    • Garage shutters have been untilted.
    • Clipping on doorframes.
    • Windows at mid have a (temporary) beam of light (to be widened).
    • Flank at mid has had a small detail rework with the strange pillar on the left bottom floor.
    • Ugly ramp at last is now a staircase.
    • Lobby has now had a minor revamp detail-wise (beams on rooves, boarded windows, doorway, broken roof, small balcony-thing.
    • 3D skybox
    • Skybox brushes above rooves between mid and rooves above lobby.
    • Hint brushes.
    • Areaportals around lobby, which caused the most unnecessary render issues.
    • Smaller fixes I fixed on the dot without writing down.


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  16. Carange

    Carange L1: Registered

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    Positive Ratings:
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    Last major update before Connect 5 deadline
    Changes -
    • Mid is basically flipped with choke entering on the highground.
    • The construction room leads to be longer but closer to mid.
    • Cap times are increased to stop wiping teams once to steamroll.
    • Some clipping.
    • Removed visclusters to improve fps dramatically.
    • Other stuff
    I know the rock clips into the mid flank and it'll have to do :(

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