Coastline

CP Coastline A9b

skratchle

L3: Member
Oct 12, 2018
133
25
TO DO STILL:
Find a better way to do blue spawns.

Fixes:
No longer able to get out of map.
Better clipping.
Better lighting.
Cap zones are easier to see.

Gameplay:
Reworked blue spawn.
Windows in blue spawn.
Door opens for Blue after capping A.
Blue now has a forward spawn after capping B.
Cap times adjusted.
Valley reworked.
Health and ammo reworked.
Adjusted cover on second
Room under last made smaller.
New route before last between main and the highground.

Graphical:
Rocks swapped for shore leave variants.
Beach made pretty.

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skratchle

L3: Member
Oct 12, 2018
133
25
Got a few changes here.

Hoping these changes make it easier to hold B.

Blue spawn:
Changed to align closer with other A/D maps.
One more door.
The new door allows you to be sneaky in the water.
Better cover outside the spawn.
Spawn times lowered.

Coast:
Small pack now medium.
New drop down into shack.
Little hill is a little higher.

B:
The long hallway now has a dropdown.
The long hallway staircase has been shifted over.
Medium health pack is now behind the point.
The new mini pack behind the fountain

C:
Better lighting.
Barricades are now hedges.
Route with the high hedges is now more choky (should help blue team)

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skratchle

L3: Member
Oct 12, 2018
133
25
Last test was really useful, cheers for the feedback feel like the map is coming along nicely.

Changes:
All cap times have been extended.
Red team will now force respawn after blue caps A.
Adjusted blue spawn to help stop spawn camping.
Added medium health pack on the coast.
No longer get stuck in blue forwards.
Better lighting where necessary.
Way more signs.
New height advantage going into last from banana.
Removed the cubby on last.
Better clipping in general.

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skratchle

L3: Member
Oct 12, 2018
133
25
Yo so after a few lack luster attempts at fixing spawns and travel times I'm hoping that this is enough to fix it.

Gameplay:
  • Red and Blue no longer share the same spawn, blue has their own that they can use after capping B. (this spawn is further away from C)
  • Removed some paths into B
  • Removed flank into C
  • Improved geometry outside of A
  • Gate that opens after capping A no longer looks like a misleading dead end.
  • New doorway on A
  • Highground on C no longer connects directly to spawn.
  • Shack on A has a new doorway to allow for easier rotates.
Visual:
  • Z-fighting fixed in some areas
  • Map is generally brighter

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