Edge

CP Edge A10

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars submitted a new resource:

Edge (WIP) - 3CP attack-defend map set on rooftops. First map, feedback appreciated.

This is cp_edge - an Attack/Defend single-stage 3CP map set on rooftops with some verticality and a camera-monitor system. (currently doesn't work)
The map's look is supposed to be in a really bright city with some saturated colors.
To make this map unique, I utilized some features that are rarely used in serious maps, such as monitors and non-player buildings.
Also, this is not a joke map. Yes, it has some references and easter eggs, but the map was designed with serious play in mind...

Read more about this resource...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge (WIP) with a new update entry:

Update A2 public playtest

timer doors now have a custom texture (made by me)
added more props and overlays to show where the point is
populated interior with props

this update is minor since it was made in only 2 hours, i just wanted to make the map good enough to traverse. this version is going to be submitted to the map testing program.

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge (WIP) with a new update entry:

alpha 3: a bunch of changes, mainly the ones from the playtesting feedback

- THE CAMERAS ARE FINALLY WORKING IT TOOK ME A FUCKING HOUR WHY IS THE FOV SO WEIRD ITS LIKE HALF OF THE IMAGE IS CUT OFF
- made bloom less pronounced
- doors are no longer janky (protip: use "endtouchall" instead of "endtouch")
- blu spawn has windows and a monitor that shows points a and (later) b
- red spawn has windowed doors
- added barriers to blu spawn
- added a third exit from blu spawn
- made glass more pronounced
- added more overlays
- addded a second camera that shows point b...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

Alpha 4 - THE LORE UPDATE (second playtest soon)

- THE CAMERAS AREN'T DISTORTED ANYMORE THANK YOU SPOOKYTOAD
- applied more textures (floors, walls and ceilings, catwalks look like actual catwalks now)
- populated the world with props
- added a section behind the window near point c that becomes available after blu captures the final point
- made a custom overlay (image by mysecuritysign, edited by dabmasterars)
- added more monitors, all of them are now solid
- added an out of bounds area on the second floor (boss room)
- added cubemaps

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 5 - THE HIGH GROUNDS AND FLANKS UPDATE

as requested by a lot of people during playtesting, i will try to add more verticality to this map
  • added a catwalk above point a, you can climb on it inside the building or by jumping on the vent if you're scout/blast jumping.
  • added a giant flank to the point c, it goes through a storage room and a cooling room all connected by vents, both teams can use this flank
  • new room 1: storage room - has a bunch of props, a container with an ammo pack inside, some small health packs...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 6 - THE GAMEPLAY AND PERFORMANCE OPTIMIZATION UPDATE

the map is getting closer and closer to beta
  • decreased red respawn time even further when they capture b
  • doors no longer z fight (pro tip: set "lip" value to negatives)
  • added an easter egg in blu spawn
  • window of the inaccessible area near c is no longer transparent. this should improve performance by a lot
  • added another exit for red to point a
  • capture zone borders are now visible
  • optimized performance using areaportals
  • optimized performance using prop distance...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 7 - ONE OF THE UPDATES OF ALL TIME

the map test was horrible. just horrible. part of it was my shitty decision to lock the second point for 40 sec, which the mods thought was a bug and cancelled the test.
  • removed the door to b that was closed until a is captured
  • all red spawns now face the same direction regardless (this should encourage players to go in a different way, but i didn't want to remove the other ways)
  • point b no longer has a 40 sec cooldown
  • more height advantage on red near b
  • added a flank...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 8: THE AESTHETIC UPDATE

you guys probably forgot that this map is supposed to be in a city and that you're fighting on rooftops, not randomly placed blocks.
  • added 3d skybox (still experimental, may change)
  • skybox contains a base near point c (red are launching a rocket in a middle of a city, don't ask why.)
  • added a walkable billboard near b, which would hopefully bring more attention to the flank routes (previously all blu players would just pile in the main route)
  • point b is locked again...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 9 - THE POLISH (NOT THE COUNTRY) UPDATE

the map is closer and closer to beta, i'm not sure if i can do the stuff to make the map look professional, so i think i'll just try to collaborate with someone, i guess.
  • added a garden area between blu spawn and a
  • the garden provides a long, but safe flank route
  • added another door that closes when a is captured
  • added a catwalk near b for blu players
  • added some props to make blu progress easier and have less sniper sightlines
  • changed some props to make them fit...

Read the rest of this update entry...
 

dabmasterars

L3: Member
Mar 20, 2023
124
24
dabmasterars updated Edge with a new update entry:

ALPHA 10 - THE FINAL TOUCHES UPDATE

the map finally looks somewhat complete now. also sorry for the long wait, i've been busy with other map projects
  • it is no longer possible to shoot through some tight gaps inbetween props (thanks to blockbullets entity)
  • fixed clipping misplace
  • reduced respawn times for red
  • vents now have areaportals that open when b is captured
  • added areaportals to the first blu spawn
  • added areaportals to the building housing point c
  • added areaportals to the building near b...

Read the rest of this update entry...