Snowcave - Isolated first stage of cp_snowbase. 2cp a/d set on a beach. 2 CP A/D with an underground base on a beach. This is will be combined with cp_snowbase to create a multi-stage map in the future. Custom content used: Evil Knevil, NassimO - Delivery Van Alex "Rexy" Kreeger - Forklift Frontline Team - nature/blendgroundtoriverbed001
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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...