CPPL Puerto

CP CPPL Puerto Stage 1 - Beta 3

Jan 29, 2016
90
15
Gismo Gaming submitted a new resource:

CPPL Puerto - Hot Enough for You?

Made for the mapping contest 18 (Stack the Deck), cppl_puerto is a multi-stage map featuring a DeGroot control point first stage and a winding payload journey within its second stage.

Set in a beachside Mexican town, blue has gotten word that there is a Mayan temple deep within the nearby jungle. Unfortunately, Red has gotten word and has towed Blue's exploration vehicle to an impound lot. Can Blue free their exploration vehicle and make their way to the temple, who the heck knows?

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Alpha 2 - Rotate 180 degrees and fire!

A complete reworking of point B has been done, the point has been rotated 180 degrees to allow for more space for B's areas
A complete rework of Red's spawnroom has been done. This moves the spawn room behind point C and allows for the courtyard area where the spawn room was before to be a better gameplay space


Adjusted stairway leading up to point C from the coast
Increased the time that point C is available to 2 minutes (from 1 minute)
Updated respawn times for each team away...

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nesman

master of fast travel
aa
Jun 27, 2016
1,390
1,232
heyyyyyy upload screenshots under the overview tab so I don't have to download the map and load tf2 to see what I'm getting myself into :)

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Alpha 3: C, and the Sea

Changed the main doorway into point C to a functional door.
Added a super tiny doorway into point C building from point B, adjusting nearby health and ammo kits accordingly.
Changed capture time for points A and B to 6 seconds (was 4 seconds).
Reduced blue's time to capture point C to 90 seconds (was 120 seconds).
Widened the corner inside the room near point A to accommodate the new health and ammo location.

Reworked OOB area in blue's spawn to require less no draw.
Added a ramp to Red's A...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Alpha 3 - Misc Changes

Removed the cut-through by the beachside orange building
Raised the roof in the lower half of Blue's spawn room

Changed the trim color of Blue's respawn room to blue to help with team spawn room recognition
Blue spawn has been reworked, especially the back half
Replaced all roller doors in blue spawn to orange setup gates

Increased the height of the fences on the curved staircase leading to point B, also added an extra bit of greenery to fill out the space
Barely increased the width of the...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Alpha 5 - Widening things up

Added sound effects for when point C is relocked
Added box near the fence in B courtyard to aid in scout double jumps
Replaced door with a brush-based one, to stop door-related collisions
Center point B sign on the inside
Added inputs to gamerules to define team roles
Ported fog settings (and Z plane) from Stage 2
Fixed strange lighting on Blue's fence in spawnroom
Added an extra sign to B courtyard
Changed the logic for overtime problem detection and prevention
Thinned out some of the...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Alpha 6

Removed entrance into point B's courtyard and added a roof that can be jumped to, stopping the sightline that existed before
Added several small walls to stop a majority of the sightlines from blue spawn to point A
Fixed a problem with the game awarding massive amounts of points to attackers
Upon capturing either point A or point B, Blue receives an additional 5 seconds to their timer (or 10 seconds total per cycle)
Improved the jump from garage to step watcher
Blue now gets halved respawn...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Stage 1 - Beta 0 - Mid Artpass

A mid-art pass build for use on Katus's gameday.
Red Spawn and Towing: Not yet final
Point B Courtyard: Half finished, OOB not final

Other things not covered by "it's an art pass":
The large building out of spawn for blue on point A's side has been raised and blocked with a player clip
Reworked the health pack area near point C coast to reduce the need for a prop jump
Fixed rouge player clip above point B. hope you didn't get a concussion!
Simplified the detail work by the...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Beta Baby (for real)!

Welcome to Puerto Fortaleza! Welcome to cppl_puerto!

Beta time has come!

Everything has a new coat of paint, sounds have been added to give Puerto Fortaleza life, and a whole lot more!

While this map is still under development, beta is nearly a time for me to iron out visual issues and smaller gameplay problems before squishing stage 1 and stage 2 together!

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Beta Baby (for real)!

Welcome to Puerto Fortaleza! Welcome to cppl_puerto!

Beta time has come!

Everything has a new coat of paint, sounds have been added to give Puerto Fortaleza life, and a whole lot more!

While this map is still under development, beta is nearly a time for me to iron out visual issues and smaller gameplay problems before squishing stage 1 and stage 2 together!

Read the rest of this update entry...
 
Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Beta 2 - Who drew these?

Swapped signage and lettering of points A and B around (B is for the beach right?)

Fixed several issues with collision being on props and rooftops when they shouldn't be
Reduced large health kit by point A (now B) to a medium health kit, also lowered the board down and adjusted the clipping to get up to it
Added small arrows (w/ paint) to hopefully encourage people to try out the tile rooftops
Reduced amount of time Blue has to attack point C (was 90 seconds, now 60 seconds [on par with...

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Jan 29, 2016
90
15
Gismo Gaming updated CPPL Puerto with a new update entry:

Gameplay tweak'n

Due to popular request, removed the Degroot Keep mechanics and turned the stage into a simple 3 cp with a pyramid play style

Played around with post-processing to reduce the amount of bloom
Added a few new audio sources around the map
Named the points

Adjusted light in point C building to be more powerful and made the ammo kit it is highlighting more clear
Reworked decorative logic a bit

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