Arnold
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SteamID64 76561197961658278
SteamID3 [U:1:1392550]
SteamID32 STEAM_0:0:696275
Country Belgium
Signed Up August 21, 2012
Last Posted July 4, 2014 at 8:25 PM
Posts 14 (0 per day)
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#15 cp_croissant in Map Discussion

Final release

Changelog
-----------
- Removed the one-way tunnel from below last entrance to below cp2
- Made the tunnel below mid impossible for most classes to jump back into lumber
- Made the wall from lumber and on cp2 see-trough
- Improved fps, Decreased filesize
- Thanks to bloodhound for compiling and cleaning up the map

Download
------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_final.7z

posted about 10 years ago
#14 cp_croissant in Map Discussion

rc11 will probably the last for a while unless huge flaws are discovered.

Changelog rc11
------------------
- 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
-------------
- 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
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z

posted about 11 years ago
#10 cp_croissant in Map Discussion
downpourfrownyThe /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwisethiiiis its so uglyyyyy
just make it concrete/metal like the floor

Yes you're right that it's ugly, might change it to metal/concrete or at the least something more appealing.

posted about 11 years ago
#3 cp_croissant in Map Discussion

C:

posted about 11 years ago
#1 cp_croissant in Map Discussion

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
---------------
- 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
---------------
-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
---------------
- 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
--------------------
- 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
------------------
- 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
-------------
- 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
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z

posted about 11 years ago
#59 croissant in Map Discussion

How could it be?

posted about 11 years ago
#57 croissant in Map Discussion

New version of croissant with some changes

- 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

Decent pictures
--------------------
http://i.imgur.com/cjJMgZ0.jpg
http://i.imgur.com/7gW8gkI.jpg
http://i.imgur.com/ANXVME2.jpg
http://i.imgur.com/43qogk3.jpg
http://i.imgur.com/1juGFgK.jpg

download rc9:
-----------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc9.7z

crappy pics of changes
--------------------------
http://i.imgur.com/8COquaK.jpg
http://i.imgur.com/r5ulHeL.jpg
http://i.imgur.com/lJ3ex8L.jpg
http://i.imgur.com/Zi6wd1X.jpg
http://i.imgur.com/MWx9Oar.jpg
http://i.imgur.com/bAcpTMg.jpg

posted about 11 years ago
#56 croissant in Map Discussion

These are the main changes I've done for the next version.
Hopefully this will alleviate most of the problems.

-made falling off of last cp way less punishing
-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 area
-added much needed cover and widened the flank route to lumbershack

http://i.imgur.com/8COquaK.jpg
http://i.imgur.com/r5ulHeL.jpg
http://i.imgur.com/lJ3ex8L.jpg
http://i.imgur.com/Zi6wd1X.jpg
http://i.imgur.com/MWx9Oar.jpg
http://i.imgur.com/bAcpTMg.jpg

posted about 11 years ago
#54 croissant in Map Discussion

Thanks a lot wareya, I'll be adjusting the flank. The sightline was also bothering me, should have tweaked that a while ago.

Thanks for the feedback Giraffe I'll also be making adjustments although adding another route doesn't seem likely I'll try and make the others more viable and probably small adjustments will suffice.

posted about 11 years ago
#50 croissant in Map Discussion
Foxi like croissant, but it really does stalemate a ton in all of the times i've played it in highlander

there aren't many maps that i've played where the map can go into double overtime (~1 hour) where neither team has captured last yet

Yes I'm working on fixing that, even though rounds can last long it's probably more due to the skewed spawntimes than anything else. Though I'm trying to make it easier to push last still it can't be said that last is easy to defend either.

posted about 11 years ago
#49 croissant in Map Discussion

Thanks for the feedback Wareya but I'm not sure I understand what you mean, if possible could you clarify with screenshots? I'm willing to add a flank for cp2 but it can't be as useful as the old tunnel flank because that was too much.

posted about 11 years ago
#44 croissant in Map Discussion

croissant rc8
----------------
-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

Download
-----------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc8.7z

Pics
-----
http://i.imgur.com/Fk0HTmA.jpg
http://i.imgur.com/M81T5Cj.jpg
http://i.imgur.com/MqCIDN2.jpg
http://i.imgur.com/0iuWD9D.jpg
http://i.imgur.com/MmAHBRK.jpg

posted about 11 years ago
#21 croissant in Map Discussion

New version of croissant with some changes

*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

http://i.imgur.com/j2AqevX.jpg
http://i.imgur.com/VD5l0b0.jpg
http://i.imgur.com/tDLp6HF.jpg
http://i.imgur.com/UZPye5i.jpg
http://i.imgur.com/s6TegxZ.jpg
http://i.imgur.com/9fr4jiq.jpg
http://i.imgur.com/KQz1Eac.jpg
http://i.imgur.com/ozBBHfg.jpg
http://i.imgur.com/1sAp9Kn.jpg
http://i.imgur.com/V37XDqE.jpg
http://i.imgur.com/MvsQwAQ.jpg
http://i.imgur.com/buwyUya.jpg

download rc7:
-----------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc7.7z

posted about 11 years ago
#13 croissant in Map Discussion

Well this is depressing.

You might still want to click and these 3 links to take a little peek at some of the changes the map went trough during the 5 months you didn't play it.

http://i.imgur.com/Xcd07.jpg
http://i.imgur.com/KU569.jpg
http://i.imgur.com/MkYeH.jpg

and maybe look at this cast to see it in motion.
http://www.youtube.com/watch?v=UIL1nYSS4po

Or don't whatever floats your boat.

posted about 12 years ago