I made a new thread because a lot of changes have gone trough so far and it'd probably be better for feedback. I hope this isn't a problem. I tried to alleviate the biggest problems like having a hard time pushing last and hard time holding cp2, aswel as pushing cp2 itself.
all changes from rc6 to rc10 the current version below.
Changelog rc7
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- Added small ammopack and health to the lower hallway leading to final cp
- Added medium ammopack below mid
- Added medium ammopack to the ridge around cp2
- Added medium ammopack below the bridge to cp2
- Reduced overal spawntimes a little
- Added possibility for scouts to jump up to cp2 from the left side (approaching)
- Added a route to the tunnel from bridge when defending cp2
- Added a route from lumber to below mid cp
- It is now possible to use the outside of the balcony looking out on water on mid to jump around
- Cut the sniper sightline from the back ridge of mid to choke leading to cp2
- Added fences around the ridge of mid to allow splash damage
- Added the possibility for scouts to jump from midhouse to portruding elevated rock formation leading to choke
Changelog rc8
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-Adjusted spawns so you spawn faster when you capped enemy cp2
-Defenders spawn slower when defending cp1
-Spawntimes are decreased slightly overal
-Captimes have been decreased
-Added a hill on the long stretch leading to cp1 cutting sightlines and creating an area to fight over
-Added cover to cp2
-Fixed z-clipping issues
-Made some lamps jumpable instead of non-solid
-Several other bugfixes
Changelog rc9
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- Fixed the spawntimes from rc8 had a slight bug (hence the recent release of rc9 again)
- Made falling off of last cp way less punishing by elevating most of the lower ground area to half of the original stairs
- Quickly ascending from the lower area will make it more useful and cuts sightlines when you duck in and out, I’m aware it also makes it easier to hold the lower doors, but to do that you give up holding up top so that’s good.
- Added a medium medpack to the lower entrance to last
- Added much needed cover and widened the flank route to lumbershack
- Fixed z-clipping issues again
- Added birdpoop decals to the floor of midhouse with pidgeons on the framework on the roof to add realism.
- Added a small ramp where the flank tunnel used to be going to last
- Added the possibility to run up cp2 from the other side using boxes and ladders
- Didn’t think of a better visual solution for the crates/ramp construction going to last
- Added non-solid windows to the map to make up for the recent removal on badlands
Changelog rc10
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- Widened mid cp bridge
- Removed the cluster of beams below mid, central entrance.
- Added flank route to cp2 (going from under bridge to stone wall to last)
- Added the ability to acces final cp from the back
- Added windows to last cp central entrance
- Heightened the central entrance to last cp
- Added dropoff to the side of central entrance to last
- Added banana to banana highway
- Reduced captime on last
- Visual improvements
rc11 will probably the last for a while unless huge flaws are discovered.
Changelog rc11
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- Cleaned up both initial spawn areas
- Scaled down transition cp2-cp3 by a third (meaning i moved the entire middle area closer to cp2)
- Created a corner choke going to last/cp1
- Reversed the ramps behind cp1 (players got stuck there easily because of that)
- Improved fps
- Decreased filesize by approx. 20Mb
- Switched the ugly crate construction /-\ for a metal/concrete one more fitting
Image rc11
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- http://i.imgur.com/YLF6lBQ.jpg
- http://i.imgur.com/POCh544.jpg
- http://i.imgur.com/TjCYRBI.jpg
- http://i.imgur.com/By5SdS3.jpg
- http://i.imgur.com/XD7b7EP.jpg
Download rc11
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https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z