Smog

CP Smog b1

Thewtus

L1: Registered
Jul 22, 2016
31
14

Thewtus

L1: Registered
Jul 22, 2016
31
14
Oh hey, a4 is here so here are some of the changes:

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The water inside the buildings has risen

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Which leads to this new water tunnel

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Blu's first spawn got a makeover

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And a completely new forward spawn as well

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The first point got a lot more cover and places to play around
Also the whistle from Foundry will play when the point is capped

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This room was opened up a bit

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There is now a closed door on the flank that will open when A is capped

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The area over B has a new room now

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Lastly, more cover was added around be
The train can only come after A has been capped and comes less frequently

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Thewtus

L1: Registered
Jul 22, 2016
31
14
Here are the changes in A5:

Added/changed health and ammo kits

Added a jump pad near A
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Fixed some exploits

Textured some stuff

Added whistle to cap points

(sorry for the lack of screenshots)

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Thewtus

L1: Registered
Jul 22, 2016
31
14
Here are some of the changes in A6:

Overhauled B into a new building!
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Busted down the wall and changed the catwalks inside the building after A.
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Added a new spawn exit for red.
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Also made the spawn exit introduced in A5 more noticeable
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Added a new building at A
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Shortened setup time and red's respawn times

Made the jump pad easier to use

Added nobuilds to various locations

Messed with the lighting a bit

Added more props/details

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Thewtus

L1: Registered
Jul 22, 2016
31
14
Here are some of the changes in a7:

Added a lot of details and textures (I might've gone a bit too far)

Redid the displacements at A

Added more props to play around

Changed cover and added a new staircase in the building between the points

Added/changed many health and ammo packs around the map

Raised Red's spawn so they can't spam into B

Streamlined the room the the left of Red's spawn

Messed with the lighting

Tried to learn how to optimize

Hammer will now crash 50% of the time when Thewtus uses it

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Thewtus

L1: Registered
Jul 22, 2016
31
14
Basically what I've been saying to my self while making this

Removed the jump pad that connects directly to the balcony
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And moved it into this room
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Changed the orange building by first
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Added a "nipple" as the pros call it on first
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Added another locked door that opens when first is capped
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Changed the balcony over last. Now with windows
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Blocked some sightlines

Moved/added/adjusted drops

More detailing

That's all folks!

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Thewtus

L1: Registered
Jul 22, 2016
31
14
It's that time again!

Added a one-way door in the orange building by first

Added another one-way door to the balcony by last

Removed the windows and walls from the balcony at last and replaced them with railings

Fixed a few clipping errors

Adjusted capture times

Added/moved props

Textures

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Thewtus

L1: Registered
Jul 22, 2016
31
14
The answer is 10!

Removed Red's flank from their spawn to the balcony
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Added a new route into the courtyard before last
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Changed the upper flank into the courtyard
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Added some more texures

Added more props

The ball in blu spawn can now actually go through the hoop

Replaced some of the ramps with stairs

Changed the locations of various drops

Added soundscapes

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Thewtus

L1: Registered
Jul 22, 2016
31
14
Really,

The all important question:
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Nerfed the ammo kits by A

Added/changed some props

Changed lighting in a few areas

Fixed the train stuttering while players are on it

Clipping, lots of clipping

Expanded the capture zone by A

Texturing

Added a new whistle that will go off when B is captured

Delayed release of TF2 2

Some other stuff I forgot about

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Thewtus

L1: Registered
Jul 22, 2016
31
14
After a very long hiatus, I picked up mapping again and got this map into beta!

Changes:
  • Big art pass in the playable area - no more dev textures!
  • Changed high ground outside of Red spawn
  • Made the bounce pad smaller
  • Installed lights in most places
  • Lots of clipping
  • Removed a nobuild by first
  • Adjusted round times

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