Canale

PL Canale B2

Nov 28, 2017
130
119
This is the most interesting map I've ever seen in the contest, and I saw one that combined CTF and PL. This map reminds me of the CS 1.6 vehicle maps. Can't wait to playtest this and see its final product. :)
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Update, yay

These were all requests from a playtest

Added some neat arrows to red's spawn courtyard
20181127202527_1.jpg

Made Red's spawn slimmer
20181127202522_1.jpg
Replaced the walls in the track between 2nd and 3rd with a house
20181127202534_1.jpg
Made some nifty gates that open when the boat gets close and close when the boat gets far enough away
20181127202500_1.jpg
Added a little alcove near the bridge
20181127202517_1.jpg
Replaced the fence props in the sewer at first with a brush
20181127202508_1.jpg
Added a 1-way door to the hallway near 3rd
20181127202556_1.jpg
Reduce the cafe's occupancy
20181127202642_1.jpg
20181127202601_1.jpg
Added this little backyard area to the hallway building near 3rd
20181127202548_1.jpg
New flank route near 3rd
20181127202607_1.jpg
New window
20181127202637_1.jpg
Replaced a few props w/ brushes
20181127202712_1.jpg
Super mario time
20181127202622_1.jpg
Fixed the lip here
20181127202542_1.jpg
The entrance to the new flank route

-fixed the boat's pushy nature as well as removed it's ability to keep stickybombs on it

-You no longer get stuck in the airboat

-The healing beam now comes out of the cart's dispenser funnel... thing

-pushed red's spawn back

-Removed the annoying light on the boat

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Another update based on community feedback!

A new flank at the chokepoint
20181129115721_1.jpg
The stairs at first were removed
20181129115831_1.jpg
Another glimpse at the flank
20181129115714_1.jpg
Wider catwalks and higher ceilings at last
20181129115811_1.jpg
The flank at last was shortened, The original farthest exit was replaced by a little building
20181129115756_1.jpg
Another look at the building
20181129115750_1.jpg

-Scaled up the water texture again

-Added ramps to crucial areas in the water

-Added more signs to assist players in navigation

-You are no longer forced into the water at red's first spawn exit

-Fixed the teleporter at red's spawn not working

-Changed the contents of some health/ammo packs

-Fixed a few spots where you could get stuck in the boat

-Tweaked some annoying spots here and there

Read the rest of this update entry...
 

G.bo

L4: Comfortable Member
Sep 24, 2017
180
195
I saw the changes to the boat you made, and I love how you used the Asteroid bridge prop as the flooring of the boat. It fits so well with the size of the boat and really makes it pop!
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I'm running out of creative update titles

Added this door to the house past second that opens when second is capped
20181201124416_1.jpg
Closed up some of the red house
20181201124421_1.jpg
Added this ramp
20181201124433_1.jpg
Further reduced the cafe's occupancy as well as elevated it a bit
20181201124402_1.jpg
Added a new exit for red's first spawn
20181201124321_1.jpg
Added little ramps so you dont get caught up underwater
20181201124313_1.jpg
Added two new sniper windows for attackers
20181201124332_1.jpg
20181201124338_1.jpg
Replaced one of the signs in red's first courtyard with an overlay
20181201124441_1.jpg
Added a crate jump here
20181201124352_1.jpg



-Removed the blinking missing texture water glitch

-Added more cover to the bridge near second

-You no longer get stuck in the cart when it turns

-You cant faze out of the cart anymore

-The cart now has a proper outline

-Increased the carts "distance between wheels" from 10 to 50

-Made the sewer door at blu's first spawn at the start of the sewer

-Fixed up some clipping

-Changed the "backyard" area to an indoors area

-Replaced the buggy door at last with a brushwork door

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Blam, update. Here are the patches

Added a flank route to last for blue from the catwalks
20181203200530_1.jpg
20181203200524_1.jpg
Added a huge flank at third
20181202000021_1.jpg
View attachment 92012
20181203200512_1.jpg
Added another flank between first and second
20181203200420_1.jpg
View attachment 92012
20181202154900_1.jpg
Made just about all of the cobblestone walls at first higher
20181203200453_1.jpg


Small changes include

-Changed the size of some packs

-Clipped some small edges

-Decreased the cart's speed

-Fixed a sightline into blu's spawn

-Added some more cover to last for RED

-Removed a sightline at second

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Hey... That took longer than expected

Added a cubby to the building at first
20181207122850_1.jpg
Gave buildings containing spawn rooms basic textures
20181207122910_1.jpg
Added a lip here for easy access to the boat at 3rd
20181207122902_1.jpg
Added a tiny lip here to limit a terrible sniper sightline at last
20181207122937_1.jpg


The small changes include

-Removed a spot where you could build underwater

-Fixed some floaty props on the cart

-The cart has more path_tracks for turns

-Added some very basic textures to some areas

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Hi, I'm not dead

Don't mind the _d at the file extension, I had to decompile A7 midway through making it


Added a neat bell... it rings
20190103214636_1.jpg
Changed this shed here to be more defendable
20190103214502_1.jpg
Added a flank at first for blu
20190103214449_1.jpg
Made this building more defendable
20190103214505_1.jpg
Added this power position here
20190103214455_1.jpg
Changed the cart again
20190103214431_1.jpg
Made more visual cover at first
20190103214511_1.jpg
Replaced the crate jump with a ramp and added a door
20190103214441_1.jpg
Made the catwalks at last fancy grates
20190103214537_1.jpg


Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Well... that took a month...

Added a pit with molten metal in it
20190120124328_1.jpg
Added a second red spawn to last
20190120124511_1.jpg
Added a wooden structure to last
20190120124336_1.jpg
Thinned the flank at first
20190120124604_1.jpg
RIP bell
20190120124421_1.jpg
Opened up this room and added a new door
20190120124404_1.jpg
Another look at the new spawn room
20190120124516_1.jpg
This door opens when the gate opens
20190120124705_1.jpg
Made first easier to defend
20190120124413_1.jpg
Added this perch area at first
20190120124621_1.jpg
A look at the nifty lighting in the warehouse
20190120124715_1.jpg

Alright, thats all for A9, I'll post A10 some other eternity

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I think i'm going to change the wooden structure on that building at first into a second floor instead of a hollow structure to make it more visually pleasing. Speaking of which, I think I'm going to make A10 a full-on polish update whilst waiting for beta.
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
So... what do you guys think about the current layout and cover placement? I'm thinking of making A10 the last alpha unless if there's a game-breaking sightline or bug. I dunno, maybe it will stay in alpha for a bit longer so I can make the gameplay rock-solid. On the other hand, here are some unrelated screenshots from a10 for some first impressions.
20190123162639_1.jpg
20190122190324_1.jpg
20190122190428_1.jpg


Death to water!
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Hello fellow video gamers


Here's another bi-eternal update drop.

Fancy Shmancified Blu Spawn
20190210153631_1.jpg
Another fancy part of blu spawn
20190210153641_1.jpg
Extended the platform at 3rd
20190210185310_1.jpg
made the flank at 3rd more compact
20190210185119_1.jpg
Added a new building that limits sightlines and helps with the aesthetic
20190210185000_1.jpg
W I R E S
20190210185215_1.jpg
All of the cobblestone walls were replaced with brushes
20190210153656_1.jpg
Removed both flank doors at red house
20190210185358_1.jpg
Made the bottom floor of 3rd house more open
20190210185350_1.jpg
Extended the ground out in some spots
20190210185434_1.jpg


Small changes include

-Made the awning at 3rd higher, disallowing snipers to get on it

-Added a building on top of the second orange gate near 3rd

-Added an extra spawn exit at 2nd for red

-Once again changed the transition building from the choke to 1st

-Removed the flank route in tunnels

-Intensified lighting in tighter areas

-Made the flank to 2nd from tunnels smaller and more compact

-Added more cover at open areas

-Adjusted Clipping

-Replaced the boat at 2nd with a boardwalk

-Made tunnels more appealing visually and technically

-Removed the bell's grave... :'(

-Added a dip to the room transitioning to warehouse

-Made last more defendable

-Added a light to a dark corner

-Detailed some spaces here and there

-Adjusted health and ammo packs

-Made some windows be only be able to be seen from one side

-Fixed a flashing in and out of existence bug

-Increased the water's texture size

-Added a door after second to help guide players to second on red

-Added many arrows

-Added a memento to Alpha 1

-Fixed a bug where light leaks through ceilings

-Added a power outlet at warehouse

-Adjusted the glass window near last

-Made the vat of metal at last look super fancy

-Adjusted some ramps


Well, that was a long list, wasn't it?

I'll post the next version next blue moon or so

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
This sucked too many hours out of my life

Let's just get the obvious out of the way, the lighting is different, and the autumn theme is here!


Made 3rd look fancy, replaced the building next to it with a grass patch
20190218171624_1.jpg
3rd at another angle
20190218171701_1.jpg
The Rialto Bridge in the background
20190218171545_1.jpg
A new building after 2nd
20190218171607_1.jpg
Cleaned up the flank at B
20190218171600_1.jpg
Cleaned up Red's first spawn and changed it immensely
20190218171555_1.jpg
Red Spawn from another angle
20190218171524_1.jpg


Small Changes Include

-Added another way to get out of Last

-Shortened many of the walls around the canal

-Made the water shallower

-Made the water look deeper

-Gave red another spawn at first

-Put a tire on a crate

-Adjusted height variation

-Removed some underused flank routes

-Sprinkled Arrows and signs here and there

-Added some pumpkins and trees

-Replaced some clunky buildings with open spaces

-Opened up tight spaces

-Removed some unnecessary cover

-Cleaned up some clutter

-Removed a high amount of shutter doors

-Removed all umbrellas... rip

-Added a neato metal bridge to second

-Adjusted Clipping

-Made 2nd easier to ambush for BLU

-Removed some health and ammo packs

-It is easier to traverse around the water

-Adjusted Red's respawn times (from 1 second to 12 seconds)

-Lightened up some dark spaces

-Made it more obvious that the door at first is one-way

-Removed a buoy clipping into a wall

-Added a dropdown near second

-Heavy lifting provided at the small gate after second

Notes

-After BLU passes the gate at 2nd, a large fence blocks red's fastest way to the gate and must take the slow way around, unless if they are a jumping class

-The odd lighting on the structure at 3rd is temporary and will be fixed later

-I am aware of the water not sharing cubemaps, I will fix these later

-Staring directly into the trees with leaves will drop framerates

-The boat still clips into some walls, will be fixed soon

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Welcome to the custom contentining!

I replaced the cluster of bridges at 1st with a freaking boat
20190228210949_1.jpg
Flow'rs
20190228211012_1.jpg
Height variation after first
20190228211035_1.jpg
Again with the height variation
20190228211042_1.jpg
Extended the platform at second
20190228211107_1.jpg
*Ring*
20190228210937_1.jpg
Detailing Mock-up
20190228211025_1.jpg
Crouch-through window
20190228211119_1.jpg
T I L E S
20190228211003_1.jpg
A new small flank building between 1st and 2nd
20190228211053_1.jpg
Made the platform at 3rd not useless
20190228211154_1.jpg
Added room here so you aren't forced into the water at 3rd
20190228211146_1.jpg
3rd is brick now
20190228211448_1.jpg
More brick
20190228211435_1.jpg
Extended the side flank between 2nd and 3rd
20190228211137_1.jpg


Small changes include:

-Raised the water level

-Added custom content

-Adjusted displacements

-Textured all buildings with basic materials

-Blocked some terribly long sightlines

-Adjusted Clipping

-Re-added health and ammo patches

-Made the flank at first on the boat one-way

-Adjusted minor structure shapes

-Added a clearance gate at 3rd to advance the cart

-Clarified where to go in some areas

-Adjusted health and ammo placement

-Removed the stairs at 2nd up to the grass patch

-Added a new doorway from the flank at second to the platform near the bridge

-Made a building have more area to defend from

-Added a door at first that opens when A is capped

-Added a structure before the large gate at 2nd to limit sightlines

-Widened the underpass area at first

-Added light fixtures to quite a few light placements

-Added some scenery in the out-of-bounds areas

-Removed the annoying pillars at 3rd

-Removed the other spawn at first

-Added some lights at last to guide players

-Added some dumpsters

-Adjusted the position of a staircase

-Opened up the room in the lower flank at first

Read the rest of this update entry...
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
And just in time too!

Blu's spawn is now fancy-shmancy
20190302131229_1.jpg
Most of the area before A is detailed
20190302131239_1.jpg
Shallow water
20190302131346_1.jpg
The structure at c has wood now
20190302131309_1.jpg
Most of the dev textures have been replaced with real texures
20190302131323_1.jpg
Interior decorating!
20190302131249_1.jpg
Fancy B
20190302131300_1.jpg
Red spawn is well detailed
20190302131401_1.jpg
Made red's spawn fancy
20190302131354_1.jpg

Small Changes Include:

-Made the waterfalls slowly push you downwards

-Clipped all of the plaster walls

-Added some neato signage

-Lowered the railings on the boat

-Made the area above the waterfalls make more sense where the water is coming from

-Added some wooden supports in some areas

-Most of the water brushes share cubemaps

Read the rest of this update entry...