• Center Save Changes Reset

CP Kalinka rc5

Kalinka, because its in soviet Russia.

  1. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
    as a "wildcard" map in the latest season 25.
     
  2. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    524
    Positive Ratings:
    406
    cool.
     
  3. Kingorcoc

    Kingorcoc L1: Registered

    Messages:
    27
    Positive Ratings:
    9
    1 thats awesome your map totally deserves it
    2 rip :(
     
  4. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
    rc1

    Workshop release!

    MID:
    -added a small health pack on both sides of mid
    -minor detail tweaks

    2ND:
    -added a small health pack behind the metal cover
    -replaced the small stairs leading towards point with displacements for smoother movement

    LAST:
    -minor detail tweaks

    Workshop

    Read the rest of this update entry...
     
    • Like Like x 6
    Last edited: Apr 1, 2018
  5. Kingorcoc

    Kingorcoc L1: Registered

    Messages:
    27
    Positive Ratings:
    9
    having bad day feeling down
    cp_kalinka_rc1 is out
    basically cumming
     
    • Thanks Thanks x 1
  6. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
  7. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
    rc3

    MID:
    -replaced clunky model rubble pile with displacements for smoother movement

    2ND:
    -rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
    -this also removed some unnecessary height variation inside mid house.

    -all sort of small texture and detail tweaks
    -replaced some custom content with ingame textures
    -added a few upgraded posters by Square!

    Read the rest of this update entry...
     
    • Like Like x 2
    Last edited: Dec 11, 2018
  8. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
    rc4

    MID:
    -reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
    -buffed the small health kit on the left on mid house to a medium, matching the rightside
    -medics can use the new structure on left to reach mid roofs when beamed with scouts
    -added a ramp to the left side from lowground
    -lifted up and extended the balcony to make it more viable for contesting highground
    -clipped a spot that allowed all 9 classes to jump on top of mid roofs

    2ND:
    -added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
    -blocked off the dead space corner on the left when entering valley from mid
    -lifted the bridge building above valley higher so jumpers are less likely to bump into it
    -enlarged the middle entrance to 2nd from mid
    -cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
    -enlarged the door from valley to the point and opened up the window above the door

    LAST:
    -dropdown be gone! replaced dropdown with a lower entrance to last
    -reworked right entrance to last to allow more cover for attackers from snipers holding far back
    -rised the ceiling drasticly, jumpers should have a better time highbombing now
    -closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
    -removed the door facing to the left from the middle entrance

    Read the rest of this update entry...
     
    • Like Like x 1
  9. Jusa

    aa Jusa

    Messages:
    356
    Positive Ratings:
    580
    rc5

    2ND:
    -rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
    -rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
    -reworked the area near this entrace slightly to make movement a round the area smoother
    -removed some unnecessary props
    -clipping improvements

    LAST:
    -resizing: reduced the length of last by 128hu and added 128hu to the lobby
    -this should make lobby feel less claustrophobic and make attacking last easier
    -reworked the pillar/pipes near the left entrance slightly
    -removed the crates on the lower floor of last
    -extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
    -reduced the capture time from 3 seconds to 2.5 seconds
    -moved the crate back againts the wall on right entrance to last and swapped the small ammo to its place
    -lobby ceiling lifted drasticly to allow more room to jump around
    -reworked the crates on the right side entrance to lobby for smoother movement
    -clipping improvements

    OTHER:
    -some optimization
    -a couple of new signs around the map and visual improvements

    Read the rest of this update entry...
     
    Last edited: Jan 16, 2019
  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,302
    Positive Ratings:
    780
    Always liked this map, haven't played it in a while so here's some feedback

    20190116205956_1.jpg
    -these cylinders could use more angles
    20190116210012_1.jpg
    -smooth out the clipping, it's easy to get caught up on these
    20190116210056_1.jpg
    -grass sticking through wood
    20190116210222_1.jpg
    -I get that red light in the upper area is supposed to help make it more noticeable, but there's gotta be a better way to do it. Right now it just looks weird to be so much brighter than everything around it.
    20190116210412_1.jpg
    20190116210436_1.jpg
    -The Far off detail, which may be the 3D skybox, could REALLY use some work. Right now it's very basic and just doesn't look right
    20190116210509_1.jpg
    -I can see outside the map here by rocket jumping
    20190116210529_1.jpg
    -I can go through this large pipe and the roof above it. It's super noticeable.
    20190116210601_1.jpg
    -I think these indoor windows should be lit up so it doesn't look like it's pitch black night outside.
    20190116210644_1.jpg
    -This out of bounds area is very close to the in bounds area and it's hard to tell where the bounds actually are
    20190116211308_1.jpg
    -This area is SUPER empty
    20190116211352_1.jpg
    -Metal's a bit thick
    20190116211416_1.jpg
    -grass going through the metal
    20190116211501_1.jpg
    -This area is similar in height to the areas around it which makes me think I can rocket-jump there, but I can't
    20190116211542_1.jpg
    -What's the point of the area with the crates? It just seems to be like that cause it can be and seems a bit overly complex than it needs to be
    20190116211558_1.jpg
    -Clipping around this metal sheet is odd
    20190116211709_1.jpg
    -the darkest grey metal could use more angles
    20190116211738_1.jpg
    -These nooks with computers should be clipped flat with the wall I feel
    20190116211838_1.jpg
    -This area feels like dead space
    20190116212012_1.jpg
    -I'd recommend making a blend texture between the gravel and the ground and have it fade out to ground instead of the hard stop that's there now
    20190116212301_1.jpg
    -It's just so empty and bland :(
    20190116212403_1.jpg
    -more angles please
     
    • Thanks Thanks x 1