Team Fortress 2 Map: cp_antiquity Author: Kep "EArkham" Pump Changelog: Version A1: Basic playtest version ready. Cubemaps built only to stop purple checks. Version A2: * Center point capture zone size increased * Playerclipping added to some key areas for easier navigation * One way gate from upper area of spawn/final point * Secondary entrance & ramp added to final point (compensating one-way gate change above) * Couple of intermediary areas slightly changed for easier navigation * Signs changed to be clearer, confusing signs removed A3 Changes: * Sealed off middle minor entrance to central point * Removed a wall near final point to make navigation a little clearer * Adjusted some health pack placement and type on 2nd point, path to central, & near final point * Adjusted some playerclips, texture issues * Began detailing the spawn rooms B1 Changes: * Added cubemaps * Added soundscapes * Fully detailed * Delayed one-way door closing time by 0.75 seconds to help avoid hitting people as it closes * Fixed issue with announcer not saying "Time has been added" * Adjusted health pack placement, removed a couple of excessive health packs * Added a lot more playerclipping * Replaced much of the complicated brush geometry with models * Optimized use of custom content B2 Changes * Additional minor path from CP3 -> CP2 * Increased size of primary exit/entrance from CP1 -> CP2 by doubling openings * CP1: Increased cap time to 3 seconds * CP1: Shifted drill & control point forward * CP1: Lowered sentry deck to reduce height advantage * CP1: Moved tertiary entrance closer * CP1: Reduced overall width slightly * CP1: Areaportalwindow on spawn * CP2: Increased cap time to 12 seconds * CP2: Changed size, shape and cover of the actual point * CP2: Changed some health placement/size * CP2: Addressed logic on one-way door * CP3: Increased cap time to 22 seconds * CP3: Fixed non-solid trees B3 Changes: * Cap times reduced slightly (CP3 = 20, CP2 = 11, CP1 = 2) * Removed one-way gates * Shifted placement of CP2, changed cover & access * Moved health & ammo at CP3->CP2 to encourage sideroute usage * Replaced spire at mid with model * Made all torches non-solid * Updated all trees * Assorted lighting fixes * General visual cleanup here & there * Updated soundscape B4 Changes: * Removed one of the entrances to CP1/CP5 * Additional clipping to several areas * Reduced size of sideroute from CP2/CP4 to Mid * Various lighting improvements * Added skybox * General aesthetic improvement * Optimization to compensate for added detail B5 Changes: * Removed out of place light on red's last point * Fixed some minor visual errors in the skybox * Added sun to skybox * Changed large healthkit to medium * Tweaked cover placement at mid * Tweaked arch/statuary at CP2 * reduced distance to mid (~2 seconds for vanilla heavy) * added areaportalwindow to help optimize CP1/5 * Added spectator camera * Added camera props to locations with camera views * Reordered the main spawnroom's entities to be sequential (left to right) * Made first forward spawn face mid RC1: * Cap times corrected (CP3 = 24, CP2 = 12, CP1 = 4) * Crates at mid changed to ramp (no more jumping to reach) * Added walkway to top of mid point (all class access) * Fixed clipping at various exploitable spots * Added "Capture Zone" overlays