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CP Dock Side a14

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Added another route for blu to get into the last area
+Added a short ramp to give red a easier way onto the lower containers at C
+Added wooden borders to not so obvious windows to make them more obvious
+Added more arrows to aid in navigation
+Added a large fence near A to help prevent players taking the high route being knocked into the water
+Increased setup time by 6 seconds
=Moved Red's short cut out of their spawn, increasing the time it takes to get from red spawn to A by 7 seconds
=Fixed the resupply in Blu's forward spawn
=Moved the health on red's half of the crane platform to the lower ground
=Replaced the large ammo pack near A with a medium one
=Shrunk the fence blocking red's upper exit, it's still protected a bit but now red can shoot to the point without losing height
-Removed the ramp leading onto the crane platform for red

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Added a ground route for blue to the far side of the last area
=Made the water texture scale 10x larger
=Moved red's spawn points a bit closer to the doors
=Redesigned the area around C, C is no longer positioned next to the ocean death pit
-Removed the windowed tower

=Still haven't replaced the low res crane :c

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
After being burnt out, I return due to being burnt out on everything else

=Lowered the capture area of B
=Redesigned C again
+Blu now has a highground exit to the area around C
+Added a crane cuz why not
-Removed the door leading from B to C

=Replaced all clear glass with not so clear glass
=Made the glass doors in blu's first spawn opaque
=Made the water scale lower
=Moved some packs around

Please do not complain about the cranes base being low rez, I tried hiding it with a brush but that messed up the lighting under the crane. I know it is bad and ugly but I'm still working on gameplay. If you hate it so much feel free to either share a high rez version with me or make one yourself

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Added a small ammo kit to the rooftop high ground to make it obvious to Blu jumpers that they can access it
+Red has brought in a ship and parked it by Blu's far flank at C, making knockback from Red no longer launch Blu to their death
+The flank that used to lead to the lower, grated room now has a route to the upper grated room
+Raised Blu's middle entrance to give Blu some attack diversity
=Made the window in the tower at C one way
=Rearranged blu forward spawn to make the intended primary exit more obvious
=Changed the glass texture on doors to make what are doors and windows clearer
-Red's health kit near the ocean at C has been desized to medium
-Made half of Red's highground from spawn lower down

+Low rez crane bases are now hidden

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Put A into a building to help reduce absurd sightlines and give Red an easier time defending
+Added boxes to A to help break a sightline
+A smooth prop staircase has been added so Blu no longer has to commit to the long flank early
+Increased max round time from 6 minutes to 7.5 minutes
+Added a way for Red to get to Blu's balcony on B
+Widened Blu's main attack route into C
=Did some quality of life stuff
-The large ammo pack at the bottom on the new prop staircase is now small
-Removed Blu's jumper only highground
-Reduced Blu's time to capture A from 5 minutes to 4 minutes
-Reduced time added from capturing A from 5 minutes to 3 minutes

If C is still terrible I might just remake B and C I dunno

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Increased setup time from 60 seconds to 70 seconds
+Made some of the empty areas feel less empty via props
+Increased time gained from capturing A from 3 minutes to 3 minutes 30 seconds
+Made the opaque windows at C transparent for red
=Moved the pallets at B so Red has a slightly harder time using them
=Moved the shortcut from C to A so it is more obvious when coming out of Red spawn from the top
=Put planks on the prop staircase so it looks less jumpy
-Reduced the size of the ammo pack for Red at B to medium
-Reduced the size of the ammo paco for Blu at B to medium
-Reduced the water scale to 1

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Vhonny Barjo

L1: Registered
Aug 7, 2018
12
Agreed that we need more dock themed maps.
ALso there are only 2 routes to be for red if I've seen them all. And they both came from the same direction. It's a pretty disadvantage for red, they need at least one another route in another direction.
 

PossessedInkieShark

L3: Member
Mar 27, 2015
113
These changes are based on a7, we don't talk about a8

+Increased the size of the ammo pack near red's A shortcut to medium
+Added a risky medium ammo pack on last
+Added a small health & ammo pack below blue's flank so they're not dead if they try to get some hp or ammo back
=Made the glass last's flanks one way so red can't see players moving as much
=Replaced some player clips with block bullets
=Put most of last inside a building but dock is still outside:
2 entrances from the outside, one by and one opposite red's lower spawn exit
Includes a window you can shoot but not move through
=Last's crane has a fence to prevent blu from sniping red's lower spawn from their flank

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
cp_dockside_a10

+Added a prop arrow above red's shortcut to A, now you have no excuse to miss it
+Increased the size of the interior ammo pack for red on last to large
+Incfeased teh size of the ammo pack on blue's C flank to large
=Fixed the shutters of Red's window looking out over A z-fighting with the wall when open
=Made some windows more obviously windows

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+Added a small amount of cover for blue on B
=Explosions now disobey the laws of physics are treat grates as solid objects
=Made it easier for blue to access their to point flank at C
=Blu's flank at B is more interesting and can't be shot out of half way through it
=Windowed some areas that should have been windows
=Made Blu's flank around B more interesting
-Blue's exit to the outside area next to C is no longer high ground or large
-The large door at C no longer opens

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+A door at C's lobby no longer closes due to the large door red previously used now being closed
+The door near B that previously closed after A was capped no longer closes, but it is smaller
+Expanded Blue's upper route to A slightly
+Added more dynamic signs
+Raised the roof at C and made the height variation more of a variation
+Made the previously one way door around the back of B two way
-Made the full wall high windows only partial wall high

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PossessedInkieShark

L3: Member
Mar 27, 2015
113
+C redesign once more, because final points are hard to make
+Added lower lips to some less than clear grating and windows
+Overhauled B, now it has an extra layer of height, there is a blue flank under the point that leads to the back room (left route now just leads to a raised position)
+Red has a one way door to help them set up at B

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