CP CP Riverside B6

Cp Riverside is a work in progress 5cp map with an alpine theme.

  1. LoovyTurgz

    Server Staff LoovyTurgz

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    CP Riverside - Cp Riverside is a work in progress 5cp map with an alpine theme.

    I did an oopsy and deleted my whole thread for this map so here it is again. Note, don't edit forum stuff while sleepy. Anyway this version is current and up to date.

    Changelog from my last update which is version a4c.

    Hello again, after the imp today I have done a quick update.

    Changelog:

    The last point spawn now has a third exit, it's small and easy to see when you spawn in. It leads outside to the right side of the point.

    Added a sign pointing to the battlements outside of the most forward spawnroom (close to mid)

    Opened up the lower area leading from second to last (The part where all the crates were which made it very narrow and hard to navigate)

    No new images since they weren't really needed for this patch (and I am in a hurry at the time of updating)

    All screenshots are up to date.
     
  2. LoovyTurgz

    Server Staff LoovyTurgz

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    Hey all, back again with another version.

    Changelog:

    All signs now have no collision

    Added a little bit of clipping

    Adjusted spawn times, the defending team should have the chance to get out and be ready when the attackers arrive now

    Removed a sightline from second to last spawn

    Removed the useless piles of wood at last and used them to make a wall to block the sightline

    Last capture zone has had the size changed to fit the platform and it's been marked

    The dead end in the build leading from mid to second has been removed

    Some signs were added (2 on each side)

    Changed the lighting in several areas

    Changed a few health packs around

    Added a health pack for rollouts

    That's pretty much it. Enjoy!

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  3. CareBear

    CareBear L1: Registered

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    From the screenshots i see that it is quite flat, could maybe do with some more height variation
     
  4. LoovyTurgz

    Server Staff LoovyTurgz

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    Hey all, got around to doing another update to Riverside, hope you enjoy!

    Changelog:

    Added some different variations in height in places

    Adjusted some signs to be in the middle of doorways

    Added stairs leading up to the bridge at mid for classes which can't jump without the assistance of weapons

    The rocks at mid have been rotated slightly so you can run around them now

    Some more metal was placed in second (Under the bridge on the building leading from second to last a small ammo was placed and the medium that was there moved to inside the building

    An area for sentries to be built has been added in mid (Hopefully it won't be too OP and be just right, it's near some metal too with cover for the dispenser)

    Added a sign that directs you to the fight when you spawn after capping mid

    Raised a roof on some buildings so it doesn't suggest you can jump on it

    Fixed an issue with one of the spawnrooms not working (my mistake, it was set to the wrong team!)

    Some other bits and bobs were done but I've forgotten what they are.

    Read the rest of this update entry...
     
  5. LoovyTurgz

    Server Staff LoovyTurgz

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    I'm baaaaaaaaaaaaaaaack with another update! This time I'm hoping to jump into beta after a test!

    Changes:

    This time I actually fixed the spawn times for when second is capped

    Mid was increased in size width and length ways to remove claustrophobic feelings

    Some windows that can't be jumped through have had their model changed to not give the impression that they can be jumped through

    increased the size of the building leading from second to mid

    Added nobuild to a roof that could be built on

    Spawn rooms that can't be accessed once you leave have had their skin changed to say this

    Clipping has been added in places


    Hope you guys enjoy!

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  6. LoovyTurgz

    Server Staff LoovyTurgz

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    Hey I'm back with some updates.

    Changelog:

    Mid's shape has been changed to be less boring

    Removed some ammo in the building leading from mid to second

    Glass texture has been changed

    Sightlines worked on

    Other small changes.

    Enjoy!

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  7. Moonrat

    aa Moonrat The end of an era

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    Got some feedback

    [​IMG]

    This area between Second and Mid is pretty boring right now, fighting in it is pretty much flat. I think you should replace this nearly unused building with a platform that gives the area an immediate height advantage. Along with some stairs on both sides, it'd make this area a lot of interesting to be in.

    [​IMG]

    This building was basically unused, removing it would mean one less spot to check for attackers.

    [​IMG]

    This upper position is very powerful, but the only enemy classes that can get up there are explosive jumpers. It'd help Spies and such contest Sentry nest up here if you made the side building there accessible, and had a stairway connecting the upper and lower levels. Otherwise a decently protected Sentry up there is nearly indestructible.

    I've had a lot of fun playing this map in the 4 imps I've played with it, I hope you consider these changes for A9.
     
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  8. LoovyTurgz

    Server Staff LoovyTurgz

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    I'll see what I can do Moonrat! Cheers!
     
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  9. LoovyTurgz

    Server Staff LoovyTurgz

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    Back with a new version, here's a changelog!

    Changed the building overlooking mid to be smaller and so you can't shoot out of this. This'll be good for spies and ninja engies or if you need to cool off for a moment and plan

    The building on the flank route going from second to mid had the building removed and a platform added to add height and make it a little less boring

    Mid's bridge has been reduced in size a little so it's less cramped and the point size was decreased in size

    There was a building added to last so that spies could counter the sentry nest built above spawn

    Spawn times worked around a bit more, hopefully this'll balance things and make last a little easier to cap

    Other changes were done but I forgot them. You'll notice them though.

    Enjoy!

    Read the rest of this update entry...
     
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  10. LoovyTurgz

    Server Staff LoovyTurgz

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    Well I did it, finally moved to B1!

    Changelog:

    Well it's actually pretty now, basic detail includes roofs, textures, clipping, all that jazz

    Spawntimes adjusted again (requires testing)

    Fixed an issue where you could get stuck when running out from under mid

    Removed a small health on second

    Small changes here and there

    Enjoy!



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  11. red3pit

    red3pit L5: Dapper Member

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    Too much use of one texture on red side. Try to change wood on one of the buildings to other texture.
     
  12. LoovyTurgz

    Server Staff LoovyTurgz

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    Here I am, with another update!

    Changelog:

    Updates to detailing, out of bounds, skybox such and such.

    Lighting changes

    Spawn time changes adjusted slightly

    Some clipping stuff was reworked

    Textures fixes

    Other small changes, enjoy!

    Read the rest of this update entry...
     
  13. LoovyTurgz

    Server Staff LoovyTurgz

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    Moar updates!

    Changelog:

    Another pass of artwork has been done

    Added a new route leading from the building overlooking mid (The dead end one with windows that are blocked off) leading to the wide route nearest to it. This should make it easier to kill the snipers and such on the bridge overlooking second (I'm looking at you Roll!)

    Added a medium health pack under mid's bridge

    Fixed the issue where sentries were shooting through stairs

    Removed the bigger barriers on mid's bridge to smaller barriers

    Changed the water texture size outside of the map

    Spawn times adjusted (again)

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  14. LoovyTurgz

    Server Staff LoovyTurgz

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  15. Prestige

    aa Prestige im not gay anymore

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    I like this map & the routes/yard to 2nd point a lot. Feels like last is kind of meh and mid might have a lil too much cover? the rocks made fights take forever at mid
     
  16. LoovyTurgz

    Server Staff LoovyTurgz

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    After a few weeks, I am back once again! This time with some more drastic changes.

    Changelog:

    Fixed some clipping issues

    Made second a bit larger

    On second, the building overlooking second (the one with the pile of wood) was reduced in height to remove fall damage

    Removed a medium and small healthpack from second

    Changed respawn times again

    Moved some health and ammo around in places so they are seen by both teams when attacking or defending

    The railings were all made nonsolid

    The fences near mid had chicken wire placed behind them to signal that you can't shoot through them

    Detail changes

    Distance between second and last increased by 192HU

    Distance between spawn and last was increased to give attackers more of a chance

    Optimisation changes added too

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  17. LoovyTurgz

    Server Staff LoovyTurgz

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    Changelog:

    Changed the texture on the chicken wire to make it more visible

    Moved the dropdown in the building leading from second to mid back

    Second's capzone height was decreased so it cannot be contested on the cover

    Clipping fixes

    Mid's spawnrooms have had their door sizes increased

    The ramp leading to mid has had another ramp added to it

    Moved the last point on each side forward another 64hu to give attackers a little more chance to cap

    Spawntimes adjusted again

    Some patches for health and ammo weren't showing, it has been fixed

    More detail

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  18. LoovyTurgz

    Server Staff LoovyTurgz

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  19. LoovyTurgz

    Server Staff LoovyTurgz

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    Changelog

    A medium healthpack leading from mid to second has been changed to a small

    Wall added near last's point to give attackers a little extra time to cap

    Last has been reworked to provid different height and such

    Moved a supply cabinet around in the last spawn

    Read the rest of this update entry...