Emilnewthing

CP Emilnewthing legacy01

Jan 20, 2019
356
603
I am not Chin but lets make a proper changelog this time around

Change Log:

In the previous version I decided to remake B area and its connectors from the ground. Now, instead of beach side area and some lighthouse we some New Orleans styled Cafe and square (with pennants & stuff). Yes, I finally decided to go for New Orleans theme.

New B:
cp_emilnewthing_a16a0005.png

In the previous test I got comments about how B is cramped now (thanks Nesman), so I decided to push back "French Restourant" (the house infront of point) a bit and increase its balcony area. Also added few lights and clipping there as well. I thought its not enough, so I removed few props and increased the lenght of the small shack near B. I named it "Ice cream", so you got new call outs now.

I also forgot to add few patches under pickups, so I added them. As well as added a proper borderline near beach at B.

ah, and yeah, new Blu spawn and connectors:
cp_emilnewthing_a16a0003.png cp_emilnewthing_a16a0004.png
And gameplay change I would like to state:

- Increased RED team respawn wave time: 7 --> 8
- Moved RED respawn entities further back to the room

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Last is interesting. In the playtest I felt it was too cluttered especially where RED was spawning. I also felt the capture zone was too large, we kept getting on the point but RED could easily just step on the point and stop the capture. The beach route felt a little weird but is better than not having it.
 
Jan 20, 2019
356
603
So, in the previous test BLU didnt really have any good lobby. I decided to change few things a bit, so here is new connectors and blu lobby
20200110224122_1.jpg 20200110224146_1.jpg

More space and less boring!

I also decided to change B point a bit again. I remade right BLU flank, so now its less covered by snipers! Overall, B became less tightly.
20200110224140_1.jpg

Here is patch note for other things:

- Removed Badger kill trigger
- Improved visibility on B (removed few pennants)
- Fixed gap at the spawn yard at right flank where you can shoot through

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Jan 20, 2019
356
603
Didnt really know what to do so here is patch note lol

A point:
- Removed sniper OP spot near containers and concrete ramp
- Added some cover on the balcony
- Fixed door trims (Thx FloofCollie)
- Changed BLU forward spawn, no more U-turns
- Added nav sign near BLU forward spawn
- Some brush fixes

B point:
- Changed left BLU flank
- Removed no-build zones in some areas
- Changed RED spawn exit

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Jan 20, 2019
356
603
This update is mostly just me messing around with some small ideas. Just updating an old map, you know
  • Blocked off the route between tram station and top B entrance
  • Removed lighthouse at B
  • Swapped ammo pack in A Garage
  • Removed tree at Alley and window in Garage
  • Removed lamp post

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Jan 20, 2019
356
603
Emil_Rusboi updated Emilnewthing with a new update entry:

Legacy update

Random legacy update because I miss this map

A
- Blocked off boat shack
- Expanded staging area
- Changed routes into Bar, now entering though staging area
- Changed shipping containers
- Removed windows into garage
- Changed granary conveyor support
- Changed Blu spawn doors

B
- Removed annoying lamposts
- Blocked off Tram station route
- Removed clutter
- Added staircase from coastline to Blu's staging area
- Added staircase from coastline to Red's shack
- Changed right choke
- Changed...

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