optimising cp_redfort
Because the last capture point on redfort is currently hard to capture, there will be an additional way up to the top in the next version. you can see it in the front on the picture (you can climb up the boxes to the roof). If the attacking team is controlling the area inside the fort they can approach the last capture point through the three upper exits.
There will also be some changes to the capture times and other small fixes and additions.
2 Comments to optimising cp_redfort
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Hi. It is nice idea to add one more route leading to final point. It will gratly improve flow of game. I was thinking to propose something like this but you were faster
Will you be able to optimise this map in more technical way? Beacouse some of my players have very low fps.
thanks for the comment.
sadly there is not much i can do to improve the performance more. because the map has such an open layout, hint brushes and area portals have nearly no influence on the performance. I can only try to find some more brushes i can turn into func_detail and reduce the view distance of some models. maybe this will increase performance a bit in the next version.