Karelia

CP Karelia a7a

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Karelia - suomi mainittu

5cp rotational map I did for the 72hr jam in 47 hours. It's set in a Finnish town during the Winter War.
I haven't really based the layout on any 5cp map, but I have taken inspiration from Shoreleave for the mid bridge.

Credits:
@Mikroscopic for the arctic skybox.
@A Boojum Snark for the excellent mapping resource pack.
Frontline team for the custom assets.
 
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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
-Fixed sightlines
-Added flanks for 2nd and paths to all caps
-Improved lighting in 2nd and last
-Made moving to mid via left-side (through the flower shop) more smooth by adding a crossing over the path going to the water section
-Changed some pickups and added a full ammo box under Mid
-Changed last a little
-Fixed clipping of the tank in 2nd
-Fixed sightlines in Mid
-Added a roof to Mid to slightly block view

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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
Some last minute changes to the map before the jam ended. I chose not to go a3 as it would be a mess and would require more time for me to do it.

-Lowered Bar Props so they actually hit the ground
-Disabled collision from Beer Bottles
-Changed Resupply Lockers to the Military Resupply Locker from Frontline!
-Returned the armored car and the crates to the same spot as they were in A2, while still keeping the door behind them shut

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Hey; thats pretty good! Though may be a bit big and flat in some areas imo.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
LEVEL
-Middle point bridge redesigned.
-Scrapped 2nd and last and remade from scratch.
-Fixed a big sightline in mid which caused rendering issues.
-Middle water is deeper.
-Fixed floating props in the bars and mid to 2nd connector street.
-Changed mid small health pickups to small ammo pickups.
-Added health and ammo pickups.

ENTITIES
-Made cubemaps for the level.
-Modified env_sun to suit custom skybox texture.
-Modified shadow_control to suit custom skybox texture.

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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
LEVEL
-Added a new building for mid to store the mid pickups inside, should reduce big sightlines.
-Added fencing to mid to reduce some of the long sightlines.
-Remade 2nd based on the a3 version.
-Remade last from scratch, connected to the last spawns from a3.
-Flipped last spawns in order to suit the new layout of the control point.
-Reduced clutter and depression by using a wider range of dev textures in the level; White for interiors (and mid point roof), grey for floors, roofs and exterior walls, orange for mid capture area, team-based colors mainly on team sided capture areas, and some walls to help disgintuish which side they are on.
-Fixed brushes that were overlapping others.
-Swapped blue health pickup overlays to white. (patch008 > patch007)

ENTITIES
-Added a water_lod_control entity for the water areas.
-Removed accidental duplicate of Red 2nd.
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(Known issues; Tank and awning for Red 2nd has a skin associated with Blu.)

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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
LEVEL
-Changed balcony at 2nd to a ramp connected to the point.
-Replaced cobblestone brushes with displacements.
-Added snow.
-Removed prop clutter at the back corner of the bar for increased maneuverability.
-Added team-colored signs to improve sense of direction and clarify which side they are on (signs at last and 2nd, bakery has team logo alongside team sided bread.
-Increased capture area on 2nd to suit the new layout tweak.
-Changed some of the pickups around, replaced mid large ammopack with large healthkit to suit aggressiveness.

ENTITIES
:chord:
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sorta important thing: map renamed from coldfrontline to karelia to suit the theme I'm aiming for

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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
Fix for the ground textures soon. For some reason the texture I used appears in the Frontline folder and the tf material folder, so it must have messed something up. I'm gonna clear my tf file from custom content and hopefully everything works fine after that.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I noticed BLU and RED are misaligned by about 16 hu, I feel like the new mid bridge from a3 is the cause. Will have to rebuild the map from one side.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
LEVEL
-Changed 2nd balcony to a stairway, now benefits attackers and defenders opposed to defenders only.
-Increased overall size of last by a fair portion.
-Changed the layout of 2nd to last connectors.
-Fixed mid bridge due to alignment issues.
-Removed physics bread. :/
-2nd Forward Spawns now point straight towards the doors, layout tweak.
-Changed the layout of the bar area a bit, should cut down sightlines to mid by a bit, while having the room less cluttery than before.
-Added "ice" on the water in mid connected by planks. Hoping to see this encourage people crossing the water instead of crossing the bridge choke.
-Added a one-way window to 2nd Forward Spawn.

ENTITIES
-Added lighting under the mid bridge.
-Added more team-sided overlays to help differentiate sides.
-Added arrows to mid in front of the 2nd Forward Spawns to guide respawned players.
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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
LEVEL
-Scrapped old half-assed last and replaced with a new one.
-Remade last spawns to suit tweaked layout.
-Increased pickups in new last compared to old last.
-Removed water path on last.
-Added a ramp to mid to allow fast access to control point from under the bridge (Hopefully this will move some of the fights to under the bridge now.).
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