Catwalk

CP Catwalk A5c

Kataiser

L1: Registered
Aug 3, 2015
47
2
What have I done...

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Kataiser

L1: Registered
Aug 3, 2015
47
2
  • Fresh coat of paint (for visibility)
    • Easier to spot red players, more consistent
  • Moved first blue spawn back + gave it a building
    • Kinda like Gorge
  • Completely redid the tunnels towards underground
    • Similar flow, less spammy, more catwalks, more fun
  • Made every catwalk much more structurally sound
  • Added a backyard area
  • Added a death pit between points (not sure why)
  • Colorized some signs
  • Pointless detailing on the CP2 pedestal
  • Fence between gameplay and train
  • Put some rockets on said train
  • Optimization improvements (hints everywhere)
  • Removed sliding door next to CP2
  • Raised CP2 room a bit
  • Fixed a few prop colors
  • Fixed some light prop skins
  • Removed many skycards
  • Removed metal surrounding a catwalk outside blue spawn
  • Also smoothed it out a bit inside
  • Added another obstacle outside blue spawn
  • Removed clipping above outside obstacles
  • Modified a health pickup size
  • Added some pickups in front of CP1 building
  • Slightly modified outdoor lighting
  • Lowered sign density (again)
  • Added a third red entrance into CP1 room
  • Fixed vphysics errors when loading
  • Frog
Todo: redesign CP2 room, HDR/cubemaps (still), prop fades

Read the rest of this update entry...
 
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Kreg

L2: Junior Member
Jun 27, 2016
98
43
@Kreg Thank you! Do you think that's because of not enough signs, or confusing layout?
I remember seeing a few signs on the map, but they ultimately didn't do much for me. Signs would probably be a good addition. In my previous post I was more talking about the flow of the map. I think signs could help, but even with signs people can get lost. I think if you made the passage ways more straight forward it would be a much larger improvement to the map than signs. edit: If you do change the map geometry you should still probably add some more signs

Hope this helps.
 
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