cp_redrock

CP cp_redrock b3

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
cp_redrock - First attempt at a 5cp map with a competitive focus

Like the description says, my first attempt at a map with a more competitive focus. This level will serve as my graduation assignment. Took so inspiration from other maps and the goal is to shape this thing into something amazing.


If you have played this map, I'll be uploading a questionnaire in the next few days. If you have the time to fill it in, it would help me out a bunch. other than that, any feedback is welcome.
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
- Rescaled map (last, connector to second and connector to mid) no more marathon running

- Moved med packs in connector to last so people won't just run into them

- Small optimization (area portal, hints)

- Added extra lights

- Reworked the open choke from mid to second

- Added extra path between mid and second point

- Added additional signs for navigation

- Started adding props to give areas more flair for navigation

- Changed forwards spawns to insta-respawn players who are being swapped instead of killing them

- Added more high ground for attackers on second point

- Removed sewer (will not be missed)

- Removed pointless rooms to stop confusion in navigation

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ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
- Heighted flank route to second to avoid confusion

- Textured more areas for navigation

- Art pass done on forward spawns, no real reason I kind of felt like it

- Made all signs not solid

- Downscaled most of the doors, no more giants allowed

- Added additional signs for better navigation

- Reworked last to give defense more cover and high ground options
  • Added cover to spawn side of the point
  • Reduced size of side staircase for quicker traversal
  • Reduced size of initial spawn to reduce travel time
  • Added risk/reward height advantage on the left side
  • Reduced the size of the cap zone
- Reworked connector between second and mid
  • Simplified the stairs to make it more straight forward
  • Connected mine route to the main building
  • Removed one exit to limit confusion
- Reworked second point to add more cover and height difference
  • Added more health around second point for both sides
  • Closed of a side route to limit options to make the map feel less big
  • More cover on the ground floor near second to make fighting there more interesting
  • Added slope near forward spawn to give defending team new options

- Minor additional fixes (Clipping, lighting, etc.)

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ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
Mid

- Decreased the size of the sheds and turned them around

- Made the side route curve in to face the point for attackers

- Removed sneaky route near stairs

- Added a new route between connector and side route

- Removed the open choke that led from mid to second

- Added a new route that leads from connector to mid-low

- Removed one of the tunnels in connector leading to mid

- Moved the remaining tunnel more to connector to decrease sightlines

- Removed shutters


Second

- Made the jump from container to mid connector walkable

- Removed balcony over mid connector tunnel to prevent soldier shenanigans

- Added a building to awning over left side of second to decrease the power soldiers and demos have there

- Added a quick way to get from ground to point

- Removed the stairs on the left side

- Added/changed health and ammo placements

- Removed some cover on point

- Reworked lower portion of connector between second and last

- Changed position of the stairs in connector

- Added a direct route from upper connector to last-low

- Removed the drop down in connector


Last

- Added props near right wall cover at spawn so scouts can reach the balcony

- Added a second platform that leads from right side last to upper connector

- Made stair route on the left of last faster for defenders

- Removed ammo behind the point

- Decreased the size of the building in front of point and rotated it, to spite the soldier players


Probably forgot something here and there but you get the point, a lot has changed

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ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
Update so big, skipped 3 versions

Thanks to @lucrative the map went through some major changes

Some of the bigger changes

Last
- Added a new route from lower lobby to point
- Decreased the size of the cap
- Removed the route that was stuck to the side
- Made clearing lobby easier
- Added a way for defending team to get on the highground on the right side

Second
- Added a drop-down entrance to second
- Moved forward spawn to the balcony
- Moved a lot around in connector

Mid
- Downscaled mid in general
- Added a way up form behind the shed to high ground
- Moved forward spawn

Started to detail and a lot of little changes I can't even remember so I'm not going to. Again big thanks to @lucrative for the tests and helping the map grow into this.

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ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
After a long while of small tweaks, we've hit beta

Some minor changes

- Fixed some clipping issues
- Redid the brushwork around staircase in connector to last
- Made the door in shed on mid wider
- A bunch of brush and displacement updates

I have also done an artpass. Not final but just to get an idea of what theme I want for this map

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stephanie_

L1: Registered
Dec 7, 2019
2
0
Could you fix these cubemaps (with the broken file path) and also compress the map with bspzip if you haven't already?

lfUz5OC.png
 

stephanie_

L1: Registered
Dec 7, 2019
2
0
i use dx8 and the water cubemaps were messed up, so I used vide to look at the cubemaps thru the "pakfile lump editor" feature
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
So I've been away for a bit, but I have been working on this on and off. So much so we skipped a version.

A lot changed but the general overview would be

- rescaled mid connector
- removed the tunnel in mid connector leading to mid
- Added a bridge in second
- Redid the left entrance into last
- Hollowed out the towers in mid
- and more I'm forgetting atm

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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
gave a couple thoughts
hope it's helpful