cp_endeavor_72hr

CP cp_endeavor_72hr a9

SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr_a1 with a new update entry:

Doors and Arches

PATCH NOTES
  • Fixed so that players cannot open enemy team's spawn doors
  • Added a side one-way door from each team's last to mid
  • Made most of the slopes gentler
  • Added a balcony to the outer room of both team's last points
  • Added pathways to reach the upper pagoda of mid
  • Raised the windows into mid from each last by 64hu

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

More Windows & Doors! Yippee!!

Patch Notes:
  • Added a third spawn door that leads directly to the outermost flank building on either side
  • Added glass windows to the main exit of the base (to combat sticky camping)
  • Changed mid; side doors replaced with windows, upper floor windows rotated (now opposite the open doors on the first floor).
  • Added displacements in the outdoor area to disrupt sightlines - more of this to come in a5
  • Expanded balcony on outer part of each base - runs across the far wall, with...

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

Extra Flank Path!

Update Notes
  • Fixed a few seams on the displacements I placed in a4
  • Added a window to the room opposite mid overlooking an out-of-bounds rocky outcropping (just basic detailing now, more will be done w/ this in a6 or later
  • added full flank paths connecting the outermost houses on either side with the building opposite mid, complete with additional medium health kits, a one-way window, and two floors to fight on. This means you now have a path to reach the enemy team's base...

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

Designing to Theme & Mid Point Redesign

Update Notes:
  • Completely, fundamentally redesigned the middle capture point. The upper floor is no more! The building is much smaller, and the medium health and ammo kits that were inside the building now are only accessible from outside.
  • Added a bunch of walls to more open areas to try and break the monotony of the flat, uninterrupted spaces that plagued a5. Displacements will come with a7 and beyond to fit to theme
  • Created more displacements, and begun replacing skyboxes...

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

We Stay Iterating (bug fixes, visuals & FastPath tm Improvements)

Patch Notes:
  • Added blockbullets brushed stairs to the fast path to disrupt sightlines and add options for vertical combat
  • Added small entryways to the mid pavillion on either side of the staircases mentioned above. These paths do not give direct LOS on mid, but allow classes like Heavy and Pyro to contest mid without having to deal with the chokey spam and snipers of the fast path's direct entrance to mid.
  • Added signpost overlays at various positions around the map to help...

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

More Walls and Ceilings

Patch Notes:
  • Added more walls to the main path to mid. These will be rocky displacements when I start doing art-related things to this map, but for now they're here to help break up the open space.
  • Enclosed all of the "outside" areas except directly above the mid point - this is both tightening the playspace and building to theme (two mining bases fighting over a building in mid exposed to the open sky).
  • Due to popular request, added a round timer. This functions identically...

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SynthBashie

L1: Registered
Dec 11, 2024
9
0
SynthBashie updated cp_endeavor_72hr with a new update entry:

FINAL JAM UPDATE - Displacements, "art pass", BLU Spawn fixes

PATCH NOTES:
  • Added displacements to the rock walls to make the rooms more cavey
  • Fixed some lighting issues caused by the displacements
  • Did an art pass on the foyer of both bases
  • Added a few identifying overlays on each base
  • Fixed a few random BLU spawn points that were inexplicably facing the wrong direction when the round started
  • Clip-brushed the stalagmites to prevent players getting stuck between them and the displacements
  • Textured a few more things at mid...

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