Coarse

CP Coarse a7a

Springo

L2: Junior Member
Aug 17, 2018
62
31
Coarse - y'know, sand

BLU really doesn't like RED's mining operations, which are probably a cover up for something big

I noticed the distance between A and B is pretty short, but I'll see how it plays out first, then change it
 

Springo

L2: Junior Member
Aug 17, 2018
62
31
I kinda need more feedback to do major changes
*Added railings onto the wooden walkway
*Made some parts of the broken window non-solid, so projectile classes have easier time shooting through it
*Added a small bridge onto the hoodoo near last
*Added some props to climb onto high ground

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Springo

L2: Junior Member
Aug 17, 2018
62
31
Many changes this time
  • Buildings near A have all been made slightly wider for more gameplay space

  • Added a path on the red side of A that leads to the point's roof

  • Extended the wooden walkway on the left to connect to the building on the other side
  • Added a small area with a shack near BLU spawn.
B Changes:
  • The flank on the right (previously a dropdown)
    can now be accessed for both sides

  • Aded a small dropdown near the point in the "Red Valley Mining" building.
    Also made the building slightly wider, added another entrance into it on the right and added some height variation inside.
  • The middle connector (with point signs on both sides) has been made tighter

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Springo

L2: Junior Member
Aug 17, 2018
62
31
  • Added more cover for RED in the starting area
  • Reworked first BLU spawn
  • Added a forward spawn for BLU
  • Area after A has been redone
  • Removed the tight middle route, replaced it with something else
  • Removed the one-way door in the small cave area
  • Made some adjustments to areas around B

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Springo

L2: Junior Member
Aug 17, 2018
62
31
Most of the map's geometry is subject to change, mostly because a lot of it is leftover from a1-2 when my brushwork was messier and different, and because of some changes in my workflow

A changes:
The point is no longer a floating harvest shack
Added a second floor inside the big wooden building
The small mineshaft section can no longer be used to bypass the point, it has been closed off on 1 side
Added a small highground on RED's left

B changes:
No longer a dark basement
It's now easier to get up from the point
The metal building is now used to access a highground instead of rotating between 2 routes
Widened some entrances

Still can't figure out what cursed spirits are causing the collision problem near one of RED spawn exists, there's literally nothing there but brushes

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