Playing roamer, it felt like there weren't enough health packs around the map. They might just not be intuitively positioned, and I definitely need to play more to get a better feel for the map, but it felt like I couldn't afford to take damage because it would usually take me out of the fight for a long time. Other than that (and broken spawn/shutter issues) I had a lot of fun, and I think there's a lot of potential for a great map!
Thanks to all the testers! I'm sorry about the red forwards, still a bit confused on what actually caused that. Will look into it and release an update this week.
b3
MID:
-slimmed mid down to make unnoticed flanks a rarer thing
-replaced pile of crates with a less complicated prop for easier jumps on top
-made lower roofs a tiny bit larger for easier jumps on top
-reworked left entrance to mid to block sight lines more
-moved the 2 small ammopacks closer to the point
-added a medium healthpack to the lowground under point
-opened up the stairs to lowground to make it easier to see if anyone is under
-simplified mid overall removing props and brush work
2ND:
-reworked middle entrance from mid house to 2nd to block sightlines more
-nerfed sightlines from the back of 2nd to mid house entrances
-fixed the broken window on the left most entrance to lobby
-fixed spooky shutters
-fixed red forward spawn points
LAST:
-added some geometry and props to play around to the far left side of lobby
-added a small ramp to dropdown for easier access
-removed the window viewing dropdown to make dropdown more viable
-added a crate to the rightside for players to hold on top of
-simplified the propjump on the left side a bit
-moved small health pack to the other side to support flank more
-captime increased to 3sec from 2sec
-last attackers spawntime increased
MID:
-slimmed mid down to make unnoticed flanks a rarer thing
-replaced pile of crates with a less complicated prop for easier jumps on top
-made lower roofs a tiny bit larger for easier jumps on top
-reworked left entrance to mid to block sight lines more
-moved the 2 small ammopacks closer to the point
-added a medium healthpack to the lowground under point
-opened up the stairs to lowground to make it easier to see if anyone is under
-simplified mid overall removing props and brush work
2ND:
-reworked middle entrance from mid house to 2nd to block sightlines more
-nerfed sightlines from the back of 2nd to mid house entrances
-fixed the broken window on the left most entrance to lobby
-fixed spooky shutters
-fixed red forward spawn points
LAST:
-added some geometry and props to play around to the far left side of lobby
-added a small ramp to dropdown for easier access
-removed the window viewing dropdown to make dropdown more viable
-added a crate to the rightside for players to hold on top of
-simplified the propjump on the left side a bit
-moved small health pack to the other side to support flank more
-captime increased to 3sec from 2sec
-last attackers spawntime increased
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=7954]Latest version download (b3)[/url][/b]
[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
I find that this map is very large and it takes a long time to rotate or push after getting some sort of advantage. Not sure if it is possible, but it might be worth trying to close up some of the space between second and mid. There seems to be a lot of ways you can push from mid into second and vice versa and it is almost too flanky.
The lobby into last is pretty big as well. It would be interesting to see if it could be compressed a bit so there isn't all this room between last and second.
Here are some demos if you would like to see what happens:
https://demos.tf/52422
https://demos.tf/52376
https://demos.tf/52371
https://demos.tf/52347
https://demos.tf/52322
The lobby into last is pretty big as well. It would be interesting to see if it could be compressed a bit so there isn't all this room between last and second.
Here are some demos if you would like to see what happens:
https://demos.tf/52422
https://demos.tf/52376
https://demos.tf/52371
https://demos.tf/52347
https://demos.tf/52322
I feel like this step in 1st forward spawn should be "softened" with a diagonal surface or something
also i saw one guy wondering wich shutter doors would open or lead somewhere and wich wouldnt
it would be good to make forward spawns look more like forward spawns for people that dont know the map much
also i saw one guy wondering wich shutter doors would open or lead somewhere and wich wouldnt
it would be good to make forward spawns look more like forward spawns for people that dont know the map much
I forgot to post here after the new maps cup. This map has a lot of potential.
I suggest removing the area under mid point, the window above 2nd, and the dropdown at last. None of them really add anything special besides stupid plays. I also feel like you should remove the roof/building on top of the 2nd point. Opening the area up would allow more interesting team fights.
i'll probably add on to this post with more actual ideas later.
I suggest removing the area under mid point, the window above 2nd, and the dropdown at last. None of them really add anything special besides stupid plays. I also feel like you should remove the roof/building on top of the 2nd point. Opening the area up would allow more interesting team fights.
i'll probably add on to this post with more actual ideas later.
https://tf2maps.net/attachments/20170313113945_1-jpg.44958/
b4
MID:
-removed cabinets from forwards
-added no entry sign on forwards shutter
2ND:
-removed cabinets from forwards
-added no entry sign on forwards shutter
-smoothed the step from forward
LAST:
-added teslacoil particle effects
-added finale tesla particle effects when last point is capped
OTHER:
-soundscapes!
-various clipping fixes
-a bunch of detailing and lighting tweaks
b4
MID:
-removed cabinets from forwards
-added no entry sign on forwards shutter
2ND:
-removed cabinets from forwards
-added no entry sign on forwards shutter
-smoothed the step from forward
LAST:
-added teslacoil particle effects
-added finale tesla particle effects when last point is capped
OTHER:
-soundscapes!
-various clipping fixes
-a bunch of detailing and lighting tweaks
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=8227]Latest version download (b4)[/url][/b]
[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
https://tf2maps.net/attachments/20170407154706_1-jpg.46191/
b5
MID:
-clipping fixes around mid house
-replaced platform on left flank from mid house to 2nd with a building to kill silly sightlines
2ND:
-reworked cover behind 2nd slightly
-fixed clipping mistakes (thanks Tmbr)
LAST:
-detailing work on models and geometry
b5
MID:
-clipping fixes around mid house
-replaced platform on left flank from mid house to 2nd with a building to kill silly sightlines
2ND:
-reworked cover behind 2nd slightly
-fixed clipping mistakes (thanks Tmbr)
LAST:
-detailing work on models and geometry
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=8434]Latest version download (b5)[/url][/b]
[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
the map is very open on some parts but very closed in others
some parts like this feel really empty and opeen while other parts are very chokey and cluttered, and theres a lot of spaces that seems a bit "useless" or doesnt have a reason to be
the layout feels wierd
you might want to put the high ground in the sides of last lower
also, last doesnt give any space to take cover as a defender, might want to add some walls or some kind of pillars
here are minor suggestions http://imgur.com/a/XQ69P
some parts like [url=https://tf2maps.net/attachments/20170407154706_1-jpg.46191/]this[/url] feel really empty and opeen while other parts are very chokey and cluttered, and theres a lot of spaces that seems a bit "useless" or doesnt have a reason to be
the layout feels wierd
you might want to put the high ground in the sides of last lower
also, last doesnt give any space to take cover as a defender, might want to add some walls or some kind of pillars
here are minor suggestions http://imgur.com/a/XQ69P
dont know if these are errors or additions ill put them here anyways
sentry gun is able to be built on last https://imgur.com/a/qT5zI
hiding spot in entrance to lobby for last https://imgur.com/a/lLjUj
"cp_steel shutters" in left entrance to 2nd and entrance to lobby for last https://imgur.com/a/7P3R5
as my team called it: "harry potter spot", spot under the stairs on 2nd into lobby; no barrier https://imgur.com/a/O4A1I
remove the shutter entrance to 2nd, 4 entrances is too many https://imgur.com/a/MlH6u
only half of this glass can be slid down on right lobby into last https://imgur.com/a/ig93x
small clipping issue of this roof that makes no difference https://imgur.com/a/jrqNX
add a 45 degree angle on this wall so its more smooth like the other corners https://imgur.com/a/oMw0g
thanks hope this helps
sentry gun is able to be built on last https://imgur.com/a/qT5zI
hiding spot in entrance to lobby for last https://imgur.com/a/lLjUj
"cp_steel shutters" in left entrance to 2nd and entrance to lobby for last https://imgur.com/a/7P3R5
as my team called it: "harry potter spot", spot under the stairs on 2nd into lobby; no barrier https://imgur.com/a/O4A1I
remove the shutter entrance to 2nd, 4 entrances is too many https://imgur.com/a/MlH6u
only half of this glass can be slid down on right lobby into last https://imgur.com/a/ig93x
small clipping issue of this roof that makes no difference https://imgur.com/a/jrqNX
add a 45 degree angle on this wall so its more smooth like the other corners https://imgur.com/a/oMw0g
thanks hope this helps
bowldont know if these are errors or additions ill put them here anyways
sentry gun is able to be built on last https://imgur.com/a/qT5zI
hiding spot in entrance to lobby for last https://imgur.com/a/lLjUj
"cp_steel shutters" in left entrance to 2nd and entrance to lobby for last https://imgur.com/a/7P3R5
as my team called it: "harry potter spot", spot under the stairs on 2nd into lobby; no barrier https://imgur.com/a/O4A1I
remove the shutter entrance to 2nd, 4 entrances is too many https://imgur.com/a/MlH6u
only half of this glass can be slid down on right lobby into last https://imgur.com/a/ig93x
small clipping issue of this roof that makes no difference https://imgur.com/a/jrqNX
add a 45 degree angle on this wall so its more smooth like the other corners https://imgur.com/a/oMw0g
thanks hope this helps
Thanks a lot! Already saw these at the UGC thread, most fixed for next version already.
sentry gun is able to be built on last https://imgur.com/a/qT5zI
hiding spot in entrance to lobby for last https://imgur.com/a/lLjUj
"cp_steel shutters" in left entrance to 2nd and entrance to lobby for last https://imgur.com/a/7P3R5
as my team called it: "harry potter spot", spot under the stairs on 2nd into lobby; no barrier https://imgur.com/a/O4A1I
remove the shutter entrance to 2nd, 4 entrances is too many https://imgur.com/a/MlH6u
only half of this glass can be slid down on right lobby into last https://imgur.com/a/ig93x
small clipping issue of this roof that makes no difference https://imgur.com/a/jrqNX
add a 45 degree angle on this wall so its more smooth like the other corners https://imgur.com/a/oMw0g
thanks hope this helps[/quote]
Thanks a lot! Already saw these at the UGC thread, most fixed for next version already.
https://tf2maps.net/attachments/0000_kalinka-gif.66000/
b5-b8
MID:
-made door leading to balcony slightly wider and taller
-made left flank slightly wider to make it more viable
-rotated mid forward spawn points slightly to reduce the chance of players heading to the wrong direction
2ND:
-made middle entrance slightly taller
-added a shutter to the shack entrance
-removed the previous shutter entrance
-cut down the right side of 2nd a tiny bit
-moved cover behind the point slightly to the left to block a sightline more
-removed some railings to smoothen gameplay behind the point
-reduced the amount of obstructing detail geometry around point
-clipped harry potter spot
LAST:
-added more cover on the left side highround
-added some cover to the highground behind point
-lowered the capture area trigger of last point to make capping it while in the air harder (yes I watched your demo!)
-got rid of a hiding spot on the middle entrance
-added nobuild on top of the cover behind last
OTHER:
-made stickybombs bounce off shutter door frames
-lots of detailing, minor tweaks and clipping
- #treeswayyyy
b5-b8
MID:
-made door leading to balcony slightly wider and taller
-made left flank slightly wider to make it more viable
-rotated mid forward spawn points slightly to reduce the chance of players heading to the wrong direction
2ND:
-made middle entrance slightly taller
-added a shutter to the shack entrance
-removed the previous shutter entrance
-cut down the right side of 2nd a tiny bit
-moved cover behind the point slightly to the left to block a sightline more
-removed some railings to smoothen gameplay behind the point
-reduced the amount of obstructing detail geometry around point
-clipped harry potter spot
LAST:
-added more cover on the left side highround
-added some cover to the highground behind point
-lowered the capture area trigger of last point to make capping it while in the air harder (yes I watched your demo!)
-got rid of a hiding spot on the middle entrance
-added nobuild on top of the cover behind last
OTHER:
-made stickybombs bounce off shutter door frames
-lots of detailing, minor tweaks and clipping
- #treeswayyyy
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=11973]Latest version download (b8)[/url][/b]
[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
feedback from lobby
*last is too big
*last eats splash
*too many flanks
*bad performance/fps
[code]
*last is too big
*last eats splash
*too many flanks
*bad performance/fps
[/code]
[url=https://serveme.tf/uploads/76561198011988825-728231-324-20171114.zip]demo[/url] - [url=http://logs.tf/1880627]logs[/url]
https://tf2maps.net/attachments/20171120233923_1-jpg.67170/
b9a
MID:
-fixed players getting stuck on rubble pile
2ND:
-cleaned up balcony, removing unnecessary props
-widened the ramp to balcony
-remade displacements on valley
-added more clipping to prevent players abusing wall bug on valley
LAST:
-added nobuild on the capturepoint plate
-turned fences on upper left into brushwork to make area less visaully noisy and improve splash damage
-prevented players completely from capturing last while standing on the stairs behind the point
-thinned stairs behind point slightly
OTHER:
-custom capturepoint holograms!
-bunch of detailing
-couple more spectator cameras
-new better 3D skybox
-a record player now plays Katozky Kick in spawns
b9a
MID:
-fixed players getting stuck on rubble pile
2ND:
-cleaned up balcony, removing unnecessary props
-widened the ramp to balcony
-remade displacements on valley
-added more clipping to prevent players abusing wall bug on valley
LAST:
-added nobuild on the capturepoint plate
-turned fences on upper left into brushwork to make area less visaully noisy and improve splash damage
-prevented players completely from capturing last while standing on the stairs behind the point
-thinned stairs behind point slightly
OTHER:
-custom capturepoint holograms!
-bunch of detailing
-couple more spectator cameras
-new better 3D skybox
-a record player now plays Katozky Kick in spawns
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=12181]Latest version download (b9a)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b][/h]
the "latest version download" in your post takes to b8 instead of b9a, had to go to the tf2maps post for the download
here's a bunch of suggestions from jumping around the map
https://imgur.com/a/ETvFL
here's a bunch of suggestions from jumping around the map
https://imgur.com/a/ETvFL
sagethe "latest version download" in your post takes to b8 instead of b9a, had to go to the tf2maps post for the download
here's a bunch of suggestions from jumping around the map
https://imgur.com/a/ETvFL
Oh damn, I thought I changed the link. Thanks!
here's a bunch of suggestions from jumping around the map
https://imgur.com/a/ETvFL[/quote]
Oh damn, I thought I changed the link. Thanks!
https://i.imgur.com/visi25h.png
Currently trying to figure out how to make the left enterance to mid more interesting and a bit less easy to flank trough.
Any thoughts on something like this instead of the boring door/hut?
edit: better image
Currently trying to figure out how to make the left enterance to mid more interesting and a bit less easy to flank trough.
Any thoughts on something like this instead of the boring door/hut?
edit: better image
https://tf2maps.net/attachments/20171126224826_1-jpg.67414/
b10
MID:
-redesigned the left entrance to mid to make it more fun to play around and to make it easier to spot flankers trying to flank through
-got rid of stairs leading up from lowground to the left
-widened catwalks around the point slightly
-replaced brush awning with a smaller prop on top of the lowground entrance
-clipping improvements
2ND:
-clipped roof on red side valley
-made the wall with invis wall on top of it slightly taller
-general clipping improvements
LAST:
-made right side mid lobby better for splash damage
-general clipping improvements
OTHER:
-detail and skybox improvements
b10
MID:
-redesigned the left entrance to mid to make it more fun to play around and to make it easier to spot flankers trying to flank through
-got rid of stairs leading up from lowground to the left
-widened catwalks around the point slightly
-replaced brush awning with a smaller prop on top of the lowground entrance
-clipping improvements
2ND:
-clipped roof on red side valley
-made the wall with invis wall on top of it slightly taller
-general clipping improvements
LAST:
-made right side mid lobby better for splash damage
-general clipping improvements
OTHER:
-detail and skybox improvements
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=12222]Latest version download (b10)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b][/h]
Anyone had the time to test if left mid feels any better now? I was also considering adding two small health packs, one on each side of mid in front of the white tanks, as the general area of mid only has a single medium pack atm.
rc1
Workshop release!
MID:
-added a small health pack on both sides of mid
-minor detail tweaks
2ND:
-added a small health pack behind the metal cover
-replaced the small stairs leading towards point with displacements for smoother movement
-LAST:
-minor detail tweaks
Workshop release!
MID:
-added a small health pack on both sides of mid
-minor detail tweaks
2ND:
-added a small health pack behind the metal cover
-replaced the small stairs leading towards point with displacements for smoother movement
-LAST:
-minor detail tweaks
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=12650]Latest version download (rc1)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop[/url][/b][/h]
rc2
-added more clipping to prevent wall-bugging
-finishing touches to detailing
-added more clipping to prevent wall-bugging
-finishing touches to detailing
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=13303]Latest version download (rc2)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop[/url][/b][/h]
https://tf2maps.net/attachments/artboard-7-jpg.92435/
rc3
MID:
-replaced clunky model rubble pile with displacements for smoother movement
2ND:
-rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
-this also removed some unnecessary height variation inside mid house.
-all sort of small texture and detail tweaks
-replaced some custom content with ingame textures
-added a few upgraded posters by Square!
rc3
MID:
-replaced clunky model rubble pile with displacements for smoother movement
2ND:
-rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
-this also removed some unnecessary height variation inside mid house.
-all sort of small texture and detail tweaks
-replaced some custom content with ingame textures
-added a few upgraded posters by Square!
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=16985]Latest version download (rc3)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop[/url][/b][/h]
https://tf2maps.net/attachments/artboard-3-jpg.93806/
Better screens of changes (imgur)
rc4
MID:
-reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
-buffed the small health kit on the left on mid house to a medium, matching the rightside
-medics can use the new structure on left to reach mid roofs when beamed with scouts
-added a ramp to the left side from lowground
-lifted up and extended the balcony to make it more viable for contesting highground
-clipped a spot that allowed all 9 classes to jump on top of mid roofs
2ND:
-added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
-blocked off the dead space corner on the left when entering valley from mid
-lifted the bridge building above valley higher so jumpers are less likely to bump into it
-enlarged the middle entrance to 2nd from mid
-cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
-enlarged the door from valley to the point and opened up the window above the door
LAST:
-dropdown be gone! replaced dropdown with a lower entrance to last
-reworked right entrance to last to allow more cover for attackers from snipers holding far back
-rised the ceiling drasticly, jumpers should have a better time highbombing now
-closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
-removed the door facing to the left from the middle entrance
Big thanks to the teams who took the time to test it out!
[url=https://imgur.com/a/HOnxG3d]Better screens of changes (imgur)[/url]
rc4
MID:
-reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
-buffed the small health kit on the left on mid house to a medium, matching the rightside
-medics can use the new structure on left to reach mid roofs when beamed with scouts
-added a ramp to the left side from lowground
-lifted up and extended the balcony to make it more viable for contesting highground
-clipped a spot that allowed all 9 classes to jump on top of mid roofs
2ND:
-added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
-blocked off the dead space corner on the left when entering valley from mid
-lifted the bridge building above valley higher so jumpers are less likely to bump into it
-enlarged the middle entrance to 2nd from mid
-cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
-enlarged the door from valley to the point and opened up the window above the door
LAST:
-dropdown be gone! replaced dropdown with a lower entrance to last
-reworked right entrance to last to allow more cover for attackers from snipers holding far back
-rised the ceiling drasticly, jumpers should have a better time highbombing now
-closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
-removed the door facing to the left from the middle entrance
Big thanks to the teams who took the time to test it out!
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=17222]Latest version download (rc4)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop[/url][/b][/h]
love the changes! so so good, i love this map and cant wait to play it again with the changes
https://tf2maps.net/attachments/07-jpg.94374/
rc5
2ND:
-rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
-rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
-reworked the area near this entrace slightly to make movement a round the area smoother
-removed some unnecessary props
-clipping improvements
LAST:
-resizing: reduced the length of last by 128hu and added 128hu to the lobby
-this should make lobby feel less claustrophobic and make attacking last easier
-reworked the pillar/pipes near the left entrance slightly
-removed the crates on the lower floor of last
-extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
-reduced the capture time from 3 seconds to 2.5 seconds
-moved the crate back againts the wall on right entrance to last and swapped the small ammo to its place
-lobby ceiling lifted drasticly to allow more room to jump around
-reworked the crates on the right side entrance to lobby for smoother movement
-clipping improvements
OTHER:
-some optimization
-a couple of new signs around the map and visual improvements
rc5
2ND:
-rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
-rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
-reworked the area near this entrace slightly to make movement a round the area smoother
-removed some unnecessary props
-clipping improvements
LAST:
-resizing: reduced the length of last by 128hu and added 128hu to the lobby
-this should make lobby feel less claustrophobic and make attacking last easier
-reworked the pillar/pipes near the left entrance slightly
-removed the crates on the lower floor of last
-extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
-reduced the capture time from 3 seconds to 2.5 seconds
-moved the crate back againts the wall on right entrance to last and swapped the small ammo to its place
-lobby ceiling lifted drasticly to allow more room to jump around
-reworked the crates on the right side entrance to lobby for smoother movement
-clipping improvements
OTHER:
-some optimization
-a couple of new signs around the map and visual improvements
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=17344]Latest version download (rc5)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop (Web browser link)[/url][/b]
[b][url=steam://url/CommunityFilePage/1272700588]Workshop (Steam client link)[/url][/b]
[b][url=https://imgur.com/a/ANWq6ra]Imgur screens[/url][/b][/h]
https://tf2maps.net/attachments/20200508145819_1-jpg.123541/
rc6a
MID:
-narrowed mid about 128 units on both sides by moving the side buildings and balconies towards the mid building
(due to this change, medics are now able to jump on to the mid building from the side building balconies with just thier base speed, previously needing to be healing a scout to achieve this. snipers are not able to jump up top)
-killed a bunch of nasty sightlines by reworking and adding cover around mid
2ND:
-killed some more sightlines by adding, reworking cover, slightly reducing the width of the middle doorway from mid house to 2nd, and by moving the furthest entrance to last lobby lower
-made the top left valley flank/jump route jump classes only to prevent snipers using the spot
LAST:
-chocked bottom right "secret" entrance more
-added a ramp to top left entrance for easier fallbacks post uber
-reworked the stairs leading to last from the middle main entrance slightly
OTHER:
-detailing and lighting improvements
-some very soviet concrete barriers
-UAZ vans
rc6a
MID:
-narrowed mid about 128 units on both sides by moving the side buildings and balconies towards the mid building
(due to this change, medics are now able to jump on to the mid building from the side building balconies with just thier base speed, previously needing to be healing a scout to achieve this. snipers are not able to jump up top)
-killed a bunch of nasty sightlines by reworking and adding cover around mid
2ND:
-killed some more sightlines by adding, reworking cover, slightly reducing the width of the middle doorway from mid house to 2nd, and by moving the furthest entrance to last lobby lower
-made the top left valley flank/jump route jump classes only to prevent snipers using the spot
LAST:
-chocked bottom right "secret" entrance more
-added a ramp to top left entrance for easier fallbacks post uber
-reworked the stairs leading to last from the middle main entrance slightly
OTHER:
-detailing and lighting improvements
-some very soviet concrete barriers
-UAZ vans
[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=23820]Latest version download (rc6a)[/url][/b]
[b][url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url][/b]
[b][url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588]Workshop (Web browser link)[/url][/b]
[b][url=steam://url/CommunityFilePage/1272700588]Workshop (Steam client link)[/url][/b]
[b][url=https://imgur.com/a/ev85xH6]Imgur screens of changes[/url][/b][/h]
https://i.imgur.com/XqUGec5.jpg
RC8
-Detailing improvements
-Name change to Coilblaze
-Stuff I already forgot about, nothing major was changed tho
RC8
-Detailing improvements
-Name change to Coilblaze
-Stuff I already forgot about, nothing major was changed tho
[url=https://tf2maps.net/downloads/kalinka.2273/download?version=23820]Latest version download (rc8)[/url]
[url=https://tf2maps.net/threads/kalinka.29310/]TF2maps.net[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=1272700588][WORKSHOP LINK][/url]
[url=steam://url/CommunityFilePage/1272700588][DIRECT STEAM CLIENT LINK][/url]
[url=https://imgur.com/a/M1kK6qi]Images of changes (rc8)[/url]