CP cp_redrock B1

Attack Defend Capture Point map. Bare bones

  1. Orangepumpkin7

    Orangepumpkin7 L1: Registered

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    cp_redrock - Attack Defend Capture Point map. Bare bones

    In the heartlands of the dry desert hills is a factory, owned by RED creates a fight over the plot of land. BLU trying to take control of the area.

    Second ever published map. There still may be some small lighting issues, or just little holes I missed. Either way, there will be more advancements soon.

    However I do feel a little bit off about the last point and RED spawn. it does feel very bland.

    There are two points on the map.
     
    Last edited: Jan 13, 2018
  2. Orangepumpkin7

    Orangepumpkin7 L1: Registered

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    This took me awhile and it's my first ever update to a published map!
    The following advancements are:

    - added 3D skybox(Sort of)

    - added another exit out of BLU spawn.

    - removed light in RED spawn over the spawn.

    - fixed displacements outside of RED spawn.

    - added wall outside of RED spawn.

    - Fixed clipping issues

    - Fixed Nodraw textures (Sort of)

    - added a light post to the wall.

    - Raised the control point onto a wooden platform.

    - Removed small ammo kit by the rock.

    Read the rest of this update entry...
     
  3. Simulacron

    Simulacron L6: Sharp Member

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    Your download contains the vmf. This allowes anybody that downloads it to edit your map. Please upload a compiled version (the bsp-file).
     
  4. Orangepumpkin7

    Orangepumpkin7 L1: Registered

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    Whoops just fixed it thanks.
     
  5. Orangepumpkin7

    Orangepumpkin7 L1: Registered

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    - Removed some overpowered sniper sight-lines.

    - Added a new sniper sight-line.

    - Reworked entire RED spawn.

    - Added a few more props.

    - Fixed general clipping errors.

    - Next to RED spawn, added detail to once was an open patch of nothing.

    - Added wooden 'frames' to most of the opening/doorways on the map.

    - Narrowed the bridge, allowing for more room outside of RED spawn.

    - Added overlays to med-packs that didn't already have some.

    - Added more cubemaps.

    [Note] Most of the changes made on this 'update' was for sniper sight-lines
    and to rework RED spawn. I'm not sure what else I can do to the map besides skybox and detailing I can either do just go into detailing and beta very soon.

    - Orangepumpkin7

    Read the rest of this update entry...
     
  6. Orangepumpkin7

    Orangepumpkin7 L1: Registered

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    I know It's pretty early in the development stage of the map, but keep in mind it's a very small map. I feel that I have refined the gameplay as much as I could within the alpha stage. I was so excited about detailing I wanted to get straight into it as fast as I could. I don't regret it either. There are still some small bugs on the map that need to be fixed, such as;

    -Missing Texture shine on some railings regardless of the cubemaps there.

    -Skybox error where it doesn't 'work' correctly whilst outside the map in spectator mode.

    Again, I know it's VERY early to do a beta, but it came out really well, and I'm proud of it.

    I took the windows from turbine(Please don't be mad)

    There are still dev textures in the map, It's only still there because I'm not sure what to do there yet. So I am still making large changes to areas covered in dev textures. Like RED spawn.

    There are too many things to talk about changes wise. Usually I go into detail about smaller things. But since this is an almost complete overhaul of the map, I'll just have you explore for yourself.
    There was almost no major gameplay changes in this 'update'

    Have fun!

    P.S there are a few 'cacti' around the map.

    Read the rest of this update entry...
     
  7. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    Congratulations on reaching your map to beta. Many maps don't usually achieve this stage, but with just the right hands and care, it could be fully developed from an embryo to an adult.