Coilblaze

CP Coilblaze rc8

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Crowbar

aa
Dec 19, 2015
1,455
1,298
cp_kalinka_b20003-jpg.40405

This wall looks very bland and boring.
So the arrow serves its function better - nothing but the arrow player sees
cp_kalinka_b20005-jpg.40406

There is metal on the side but wood on the bottom?
Looks perfectly fine. Why have metal on the bottom?
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
378
225
So the arrow serves its function better - nothing but the arrow player sees
Im just talking about the wall it is on.
Looks perfectly fine. Why have metal on the bottom?
Because that wood doesn't look strong enough to look like it can support that strong looking metal.

EDIT: the Im just talking about the wall it is on. is suppose to be me talking not you sorry for that.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
I imagine both the wood on the bottom and the metal are just covering the Strong Wood™ the building is out of.
 

Jusa

aa
May 28, 2013
380
620
I was planning on having some sort of a soviet concrete sign/statue thing on top of that concrete blob. There are a few other places pretty much undetailed still atm.
 

Jusa

aa
May 28, 2013
380
620
b3

MID:
-slimmed mid down to make unnoticed flanks a rarer thing
-replaced pile of crates with a less complicated prop for easier jumps on top
-made lower roofs a tiny bit larger for easier jumps on top
-moved the 2 small ammopacks closer to the point
-added a medium healthpack to the lowground under point
-opened up the stairs to lowground to make it easier to see if anyone is under
-simplified mid overall removing props and brush work

2ND:
-reworked middle enterance from mid house to 2nd to block sightlines more
-nerfed sightlines from the back of 2nd to mid house enterances
-fixed the broken window on the left most enterance to lobby
-fixed spooky shutters
-fixed red 2nd forward spawn points

LAST:
-added some geometry and props to play around to the far left side of lobby
-added a small ramp to dropdown for easier access
-removed the window viewing dropdown to make dropdown more viable
-added a crate to the rightside for players to hold on top of
-simplified the propjump on the left side a bit
-moved small health pack to the other side to support flank more

Read the rest of this update entry...
 

Jusa

aa
May 28, 2013
380
620
b4

MID:
-removed cabinets from forwards
-added no entry sign on forwards shutter

2ND:
-removed cabinets from forwards
-added no entry sign on forwards shutter
-smoothed the step from forward

LAST:
-added teslacoil particle effects
-added finale tesla particle effects when last point is capped

OTHER:
-soundscapes!
-various clipping fixes
-a bunch of detailing and lighting tweaks

Read the rest of this update entry...
 

Jusa

aa
May 28, 2013
380
620
b5

MID
-clipping fixes around mid house
-replaced platform on left flank from mid house to 2nd with a building to kill silly sightlines

2ND
-reworked cover behind 2nd slightly
-fixed clipping mistakes (thanks Tmbr)

LAST
-detailing work on models and geometry

Read the rest of this update entry...
 

Jusa

aa
May 28, 2013
380
620
b5-b8

MID:
-made door leading to balcony slightly wider and taller
-made left flank slightly wider to make it more viable
-rotated mid forward spawn points slightly to reduce the chance of players heading to the wrong direction

2ND:
-made middle entrance slightly taller
-added a shutter to the shack entrance
-removed the previous shutter entrance
-cut down the right side of 2nd a tiny bit
-moved cover behind the point slightly to the left to block a sightline more
-removed some railings to smoothen gameplay behind the point
-reduced the amount of obstructing detail geometry around point
-clipped harry potter spot

LAST:
-added more cover on the left side highround
-added some cover to the highground behind point
-lowered the capture area trigger of last point to make capping it while in the air harder (yes I watched your demo!)
-got rid of a hiding spot on the middle entrance
-added nobuild on top of the cover behind last

OTHER:
-made stickybombs bounce off shutter door frames
-lots of detailing, minor tweaks and clipping
- #treeswayyyy
 
Last edited:

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850

Jusa

aa
May 28, 2013
380
620
b9a

MID:
-fixed players getting stuck on rubble pile

2ND:
-cleaned up balcony, removing unnecessary props
-widened the ramp to balcony
-remade displacements on valley
-added more clipping to prevent players abusing wall bug on valley

LAST:
-added nobuild on the capturepoint plate
-turned fences on upper left into brushwork to make area less visaully noisy and improve splash damage
-prevented players completely from capturing last while standing on the stairs behind the point
-thinned stairs behind point slightly

OTHER:
-custom capturepoint holograms!
-bunch of detailing
-couple more spectator cameras
-new better 3D skybox
-a record player now plays Katozky Kick in spawns

Read the rest of this update entry...
 
Last edited:

Jusa

aa
May 28, 2013
380
620
Source renders $translucent textures in reverse order apparently.

Managed to fix those, but still cant figure out a way for that mid cp hologram to render in the right order when viewed from under the balcony area.
 

Jusa

aa
May 28, 2013
380
620
b10

MID:
-redesigned the left entrance to mid to make it more fun to play around and to make it easier to spot flankers trying to flank through
-got rid of stairs leading up from lowground to the left
-widened catwalks around the point slightly
-replaced brush awning with a smaller prop on top of the lowground entrance
-clipping improvements

2ND:
-clipped roof on red side valley
-made the wall with invis wall on top of it slightly taller
-general clipping improvements

LAST:
-made right side mid lobby better for splash damage
-general clipping improvements

OTHER:
-detail and skybox improvements

Read the rest of this update entry...