CP cp_neighbor b3

2cp map in a city inspired by San Francisco and Montreal

  1. Segab

    Segab L1: Registered

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    cp_neighbor - 2cp map in a city inspired by San Francisco and Montreal

    My first full fledged map. A single-stage 2cp attack-defend map, set in a city at night. Inspired by San Francisco and Montreal.

    I'm using this row for the Connect 5 contest:
    [​IMG]

     
    Last edited: Mar 12, 2018
  2. Segab

    Segab L1: Registered

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    Scaled down a lot of spaces, less streets, more fights should be happening in buildings. Blu spawns close to A once it is capped. Properly packed and tested.

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  3. Segab

    Segab L1: Registered

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  4. Segab

    Segab L1: Registered

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  5. Segab

    Segab L1: Registered

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    • Changed respawn wave time for Red on B to 8 secs (from 6)
    • Wall next to B lowered to make it easier for attackers to shoot the strong sentry nest
    • Wall between Hotel lobby and point now has windows to make attacking B less of a blind guess
    • Added a small side door to Hotel lobby
    • Pushed Red spawn away from side path, should be more viable for Blu
    • Improved clipping around props so Spies don't get stuck and Soldiers don't bump their heads on invisible ceilings


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  6. Segab

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    At this point this is more than just beta1 but yeah.
    • No more grey/placeholder buildings
    • 3D skybox is starting to make sense
    • Various prettier things
    pics later

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  7. Segab

    Segab L1: Registered

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  8. Segab

    Segab L1: Registered

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    • lots of visual updates to Hotel lobby, moved the desk away
    • larger water texture in skybox
    • skybox trees blend better with background
    • closed up both ends of the highroad
    • barbed wire at the top of the smaller building near A
    • some clipping around props

    [pics later today]

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  9. Segab

    Segab L1: Registered

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    • No more dev textures
    • Textured the spawns to an ok level
    • Finished custom car model
    • The door leading to Red spawn near B is back to being one-way, and was moved closed to Red spawn
    • The crates that let attackers climb to A are replaced with a big staircase
    • Added visual warning about the death pit
    • The crates that let defenders climb over the pool fence are smoothed out a bit
    • Some prop variation, thinner windows, etc

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