Kaleido

CP Kaleido A18

scrly

L3: Member
Jan 22, 2019
100
114
Changed up BLU spawn for walk times not be as tedious (mostly for B walk time)

Added another spawn exit for RED final spawn and gave them another resupply locker

Made A point give 4 minutes instead of 2 minutes

Made the A spawn door on RED first spawn not close after A is capped

Clipped some things

Tweaked lighting

Moved some packs around on C

Added a doorway in the B tunnels to help a little for people to rotate between the highground tunnel and the others

Changed the siren and made it 2x less loud

Made the main door that goes A to D unlock on C cap instead (its an insanely fast way to get to D)

You can actually get to D through B now without having to cap A

Removed the green pipes on A

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scrly

L3: Member
Jan 22, 2019
100
114
Added more cover to D and changed up the right side of it a lil bit (from RED perspective) to make it easier to get back to the bridges

Changed C to try and make it play more like a white room like in regular steel

Changed B a little to try and make it less spawn instantly to point (might have to move the point itself in the future or maybe even redesign the area)

Made a doorway to C close up after C is capped to prevent snipers from sniping all the way from there into the highground bit or sniping people leaving spawn, this might also mean BLU engineers can safely set up a very aggressive teleporter in that room

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scrly

L3: Member
Jan 22, 2019
100
114
Fixed C point lighting

Edited B again, trying my best to make it less spawncampy since i can't really move the spawn and if i were to move the point the point would just feel like it doesn't belong there and out of the way

Made the bridges slower

Upped the ambient brightness

Adjusted packs

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scrly

L3: Member
Jan 22, 2019
100
114
first i want to say that im such an idiot and i keep forgetting to write alot of smaller things that i change in every update log and i even forgot to actually make a certain door close on C cap

Nipple now comes up after C is capped

Changed the loading zone C door on A to D route to loading zone A door and also closed off the entire area until A is capped to try and simplify the area and also make players go to B

Also added a two way window shutter door in between the area so there isnt a pretty big sightline there after the doors open

clipped off the beams on D

detailed the upper area on A to C/A to D area a little bit y not

added some of the hydro arrow props to be a little more eye catching and show a bit better where to go

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scrly

L3: Member
Jan 22, 2019
100
114
First i want to say that i still have not figured out how to make the B red spawn better so i haven't touched that yet

Closed off one of the flanks on D to reduce chaos

made it more obvious that an area in A gets closed off

added a hydro arrow to the B to D flank and a little more light to maybe make it more obvious

after closing off the flank on D, i also changed up the upper area on defense D

lit up the upper B route a little more

adjusted packs

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scrly

L3: Member
Jan 22, 2019
100
114
made all shutter doors open a little faster

gave back that one route on A defense so its easier to leave the point if needed back out

Added a loading zone A door onto the lower C route from A

made the ammo pack on C defender side a large, hopefully will see it affect engi on that point maybe?

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Gravidea

L6: Sharp Member
Apr 17, 2017
261
108
Whoopsies! Looks like something didn't compile right. Haven't seen this anywhere else in the map thus far, but I noticed this near D. Cool map so far though! Can't wait to see where this goes!
upload_2021-9-8_13-19-36.png
 

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scrly

L3: Member
Jan 22, 2019
100
114
Clipped some stuff better

Nipple clipping is way better now

Closed off the entire wall on B making one of the red spawn doors on B a pinching route

Widened up a door on C and added a pot to compensate for sightline

Added shit in the backroom of C to make it less empty

Trees shouldn't be as bad anymore

Railings on D now come up after C is capped

Greenhouse sightlines on A shouldn't be as bad anymore and can't see the other spawn exit from it now

A to C underground route is now locked until B is capped

other small stuff

also mr pigpig i know that one area with shit ton of doorways is kinda fucked but it kinda has to be like that for the future routes after A

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scrly

L3: Member
Jan 22, 2019
100
114
moved back BLU spawn a little

A and B cap faster now

B has a little extra space and some stuff added

C to D dropdown has a slowdoor

D geometry has been changed a little to have minimal water

gave RED another door to E in their first spawn which is tiny and a oneway

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scrly

L3: Member
Jan 22, 2019
100
114
fixed the blocked door problem thing on red second spawn

added another route which probably sucks that leads to the computer room for RED when their middle doors are closed

added another D spawn door for red first spawn that probably sucks

got rid of the loading zone A door that leads to D on A cause it kind of sucks

adjusted some packs

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