cp_subbase_b2
-100% textured
-reworked last with aesthetics and geometry
-mid reworked slightly
-added trees
-spawntimers now similar to gully
let me know of bugs n stuff
Account Details | |
---|---|
SteamID64 | 76561198054870921 |
SteamID3 | [U:1:94605193] |
SteamID32 | STEAM_0:1:47302596 |
Country | England |
Signed Up | July 16, 2014 |
Last Posted | April 20, 2024 at 10:12 AM |
Posts | 134 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
800 |
Resolution |
|
Refresh Rate |
60 Hz |
Hardware Peripherals | |
---|---|
Mouse | zowie EC2 eVo |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
cp_subbase_b2
-100% textured
-reworked last with aesthetics and geometry
-mid reworked slightly
-added trees
-spawntimers now similar to gully
let me know of bugs n stuff
TEAMS HAVE BEEN PICKED!
https://cdn.discordapp.com/attachments/1113581424713408603/1115692336446455808/image.png
cp_subbase_b1
-95% textured
-reworked ramp room (big door) flank
-reworked mid to be rectangular rather than a box shape
send feedback here
spo
mid is more dynamic with extra space underneath which can be utilized for more flanks and plays than before and 2nd feels nicer with more fightable ground around the point. the rocks on 2nd also divide up the left choke better for spamming/bombing, looking good
cp_subbase_a25a
quick hotfix of red resupply cabinet
download
cp_subbase_a25
huge optimization work
last
-cap time increased from 2 to 2.2 seconds
2nd
-textures
-changed ramp to battlements
-changed ramp room to mid to have a sidedoor instead of under catwalk
-dayz crane
mid
-added wooden plank ramp to get up to crate
screenshots
download
cp_subbase_a24a
-fixed bullet clipping on submarines
2nd
-reworked the point area
-added truck
-choke is slightly smaller
-textures
cp_subbase_a24
last
-added left bridge and rotate space
-textures/detailing
-banana/ left reworked
lobby
-battlements reworked
PC(2nd to mid flank)
-reworked doorways and catwalk again
mid
-removed white box and tweaked crate positions slightly
cp_subbase_a23
last
-overhall of textures (mostly roof)
-slightly smaller in size
-water reworked
-added torpedo
-realigned riverside to be straighter
lobby
-reworked, slightly smaller
-textures/details added
PC (2nd to mid flank)
-reworked doorway and catwalk
Overall worked on realigning the map to help with optimization and flow (river, last, lobby, IT). Worked on texturing, detailing and scale of last and lobby.
screenies: https://imgur.com/a/GD9heMP
Check it out! feedback appreciated