CP Snowcave a8a

Isolated first stage of cp_snowbase. 2cp a/d set on a beach.

  1. Idolon

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    Last edited: Mar 11, 2019
  2. Idolon

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    a2

    -added resupply cabinet to blue spawn
    -added resupply cabinet to blue forward spawn
    -adjusted rocks near A to be easier to play around. also theres a shrub
    -changed a delivery van in A>B to forklift for the sake of variety
    -added medium health/ammo to B sewer dropdown room
    -adjusted cover on B bridge
    -fixed displacement seam in B sewers
    -added various signs, doors around B to aid with round start navigation
    -alpha painting!

    -red spawn time adjusts from 8 (16) seconds to 9 (18) when A is captured
    -A will lock when captured

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  3. Idolon

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    a3

    -fixed clipping issues reported by pumpko
    -adjusted rock by A to make a jump to a nearby roof seem less possible
    -adjusted stair/platform setup in two-story room next to B to feel less cramped
    -widened door in same room
    -lowered ceiling in cave by 64 units
    -added elevator shaft above B
    -changed all closed gates to no-entry textures
    -several minor detailing and geometry adjustments

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  4. Idolon

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    a4 (unreleased)

    -changed far flank into main B room from stairs to dropdown (blue favored), added small health/ med ammo
    -removed some cover from A
    -added jump route up to A

    a4a

    -changed health in A connector stair room from medium to full
    -moved health/ammo pickups from low A connector to behind small shed to encourage better forward defense
    -adjusted rocks around A slightly to provide more cover
    -undid B flank change because I had second thoughts about it. kept new pickups
    -reorganized red spawn to make more sense architecturally, as well as better orient exiting players and encourage use of both spawn exits
    -added forcerespawn for red team when A is captured

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  5. Idolon

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    a5

    -added wall to blue spawn so people stop asking about why they can't walk there
    -moved health/ammo back to low A passage from previous version because that route isn't super useful and needs some help
    -added med health/ammo by A shore flank
    -adjusted rocks around A to make stairs up to point more immediately visible from blue's side
    -redid roof structure at B

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  6. Idolon

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    a6 (tested, never uploaded):

    -moved full ammo near A outside nearer to intended sentry location
    -changed A cap time from 14 (28s) to 17 (34s)
    -lowered post-A red respawn rate from 9 (18s) to 8 (16s) (same as pre-A rate)
    -lowered post-A blue respawn rate from 3 (6s) to 1 (2s)

    a7 (tested, never uploaded):

    -began artpass
    -adjusted a blue setup gate position for detailing reasons
    -changed a stair from blue side to B into a large ramp to better indicate a main route
    -changed ammo behind B from medium to full

    a8:

    -more artpass
    -lowered a rock for tyler's weak child legs (opened up A lobby jump route to all classes)
    -added lights over doors in B to better highlight their existence
    -moved main red spawn door forward, moved spawn points to main door. should reduce walk time by a second or two, more comparable to existing 2cp a/d maps
    -adjusted red respawn time on B from 8 (16) to 9 (18) to compensate for new spawn

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  7. Idolon

    aa Idolon the worst admin

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