CP Deciduous

chemelia

yndersn't
aa
May 11, 2014
406
619
A6 bump, because reasons.

A6:
-A fuckton of things I don't remember
-Added texturing
-Details(*gasp*)
-Cool cinematic thing on setup
-Longer setup time to make it actually change gameplay
-Rotated mid garages and opened them up
-Changed last a bit
-Chickenwire for the chickenwire god
-Minor optimization improvements
 
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chemelia

yndersn't
aa
May 11, 2014
406
619
A8A release! Hopefully this will resolve some of the major problems with the map.

A8A:
-Skipped A7 and A8 because fuck da police
-Cut of tips of rooves between mid and second
-Added 3D skybox
-Theme change
-Removed a couple walls and trees
-Replaced mid garages with barrels
-Added rain
-Changed skybox
-You can now walk through the big gap in the fence near 2nd
-Renamed to groundwater
-Changed a few things on last
-Enlarged spawnrooms
-Mid is now on a raised platform
-Extended balconies in mid area
-Moved truck near 2nd
-Nodrawed a lot of unexposed faces
-Added ramps up to second
-Displacements
-Maybe a few other things that I missed

no new screenshots 4 u ::p:
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I liked it better as a cheery sunny map with the farm theme. New environmental lighting is dull and it messes a bit with team recognition.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
A10! Yay! I skip versions too much! Exclamation points!

A10:
-There was an A9. Was.
-Too many things
-Progressed my bad detailing for some reason
-Increased round time and time added on cap
-Removed some barrels at mid
-Progress on 3d sky
-Changed theme and name back
-Added some complexity(i.e; propspam) to last
-Removed fence from second
-Added balcony to second
-More metal all around
-Raised ceilings in certain areas
-Removed roof/ceiling from 2 pathways from mid to second
-Changed last a bit
-Added window from spawn out to last
-Brightened everything up a bit
-Added ramp on path to second
-Moved some stuff around for more grid-aligned goodness
-I probably forgot some stuff
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Last is my favourite thing about this map, hands down. I'm not going to comment on the size, but I feel like the situation could be improved by reducing the prop density in key places, particularly second point. Really, the point is small already, without it being surrounded by walls on all sides and with extra barrels cluttering the corners.