moraine

CP moraine a19

Tekku

aa
Aug 31, 2008
723
875
*Intel Pedestals are now non-solid.
*Built LDR cubemaps
*Fixed? Red Forward spawn door remaining open after A has been capped.

*Changed respawn wave times from default 10s.
(On Map Start - Red - 6s, Blu - 3s
After B has been capped - Red 8s, Blu 6s)

Debating right now on whether Blu should also have a forward spawn after capturing A, instead of just after capturing B.

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Zeropalooba

L1: Registered
Oct 4, 2017
8
2
This map definitely fits the theme of the pick it up contest. Good lighting and great direction for the design. There is an issue with the glass, which looks completely opaque wit a low-res reflection, other than that minor detail, the map looks really fun to play on :)
 

Tekku

aa
Aug 31, 2008
723
875
Layout changed throughout the map.
  • A point area has been revamped.
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  • A to B lobby/connector area has been made less claustrophobic
  • Red and Blu forward spawns have been relocated.
  • Slight changes to B, most likely will see major changes next patch just like A did.
  • Removed ramp at C making it harder for Red to flank Blu team's pushes.
  • All updated areas have been relit.
  • More moneyface and deer cutouts.

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Tekku

aa
Aug 31, 2008
723
875
Kinda a QOL update, rather than a major layout related update.

  • Disabled CTF overtime.
  • Relit all areas of the map.
  • Made it possible to distinguish windows from walkable spaces.
  • Slightly changed the side area on C. (Still not too happy about that entire area though).
  • Blocked numerous sightlines on A and B.
  • Clipped problem areas.
  • Rocket is finally solid.
  • Slight AP/HP changes on C.

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Tekku

aa
Aug 31, 2008
723
875
  • Red now instantly respawn at their next spawnpoints after A and B have been captured.
  • Made changes to BLU's right side route at C.
  • Subsequently RED is now controlling the previously only BLU accessable area. (Includes routing from Red Spawn and from Capture point area)
  • Removed BLU's ability to flank RED by using the right side route at B.
  • Reverted some AP/HP changes.
  • Players can no longer shoot through the barrier at A, just by peeking their head out.
  • Bulletblocked stairs that were previously allowing people to shoot through them.
  • Various other changes.

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Tekku

aa
Aug 31, 2008
723
875
  • Red will now face the more advantageous area when leaving spawns into B area.
  • The same area now should feel like it provides more cover for Red team.
  • Removed a doorway at lobby before A.
  • Lower C areas have been made less wide.
  • Removed the window at Higher C route.
  • It is no longer possible to kill players by detonating explosives bellow the grate floors.
  • Fixed sightline at C, from railings into Blu teams mid route.
  • Fixed sightline from lobby into Blu teams 1st spawn.
  • The building at A is now better lit.
  • Capture boundaries at all points are defined properly now.
  • Added missing clipping.
  • Added moneybaby.

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