SitrulusMelon
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SteamID64 76561198932763170
SteamID3 [U:1:972497442]
SteamID32 STEAM_0:0:486248721
Country Philippines
Signed Up April 16, 2025
Last Posted June 17, 2025 at 1:01 PM
Posts 24 (0.1 per day)
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#37 Gelid 5CP in Map Discussion

Update Release B8

- lowered the wall slightly at last point
- some texture changes
- detail overhaul on some areas (particularly the "alleyway" route)
- adjusted metal cover on "alleyway" route
- added more detail bits
- some props adjusted
- added more signs
- small adjustments on the lighting on some areas in the map
- optimization adjustments
- other miscellaneous error fixes etc.

posted 3 months ago
#36 Gelid 5CP in Map Discussion

Update Release B7D

- added more lighting on the map
- added back the windows on mid, making it two way
- patch some perch spots
- overhaul/updated the art pass at some areas
- adjusted some pre-existing details
- other detailing adjusted to give way for a smooth gameplay
- removed some props
- more optimization
- some texture changes
- other error fixes, etc

Images

posted 4 months ago
#35 Gelid 5CP in Map Discussion

Update Release B7C

Mid Changes
- added brush to make the open cargo crate splash explosives
- shifted location of some props around mid platform
- added crates to jump around with
- shifted the entrance of the mid forward spawn
- adjusted some ramps again
- shifted location of some ammo and HP pack
- added cover on alley

Second Changes
- adjusted the route going from mid to second (The concrete building one) also changed the texture of the interior
- block bullets some props
- widened up the metal bridge
- moved a small HP pack
- slightly adjusted the geometry of the second point platform
- changed the design of the watchtower also making it taller
- expanded the ramps going through alley
- adjusted some detailing to be less obstructive for explosive jumping
- added barrel near 2nd point

Last Changes
- changed beam designs and other detailing
- rose up the ceiling on "heaven" for a bit, also block bullets the beams
- adjusted the pillar and other detailing to be less obstructive when explosive jumping
- added additional ramps for an easy access to high ground
- adjusted one of the doorways in the lobby. Expanding it a bit
- adjusted design of the metal partition at lobby
- slightly cut off the wall in the left side of the lobby
- added some props to jump on inside lobby
- made the metal wall near last spawn solid for explosive projectiles
- removed some props near last spawn
- changed some textures
- adjusted the god rays

General Changes:
- cube maps reflection implemented
- more optimizations
-other error fixes
- small art pass changes

Images

posted 4 months ago
#34 Gelid 5CP in Map Discussion
TobSitrulusMelonTobtested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP
.
glad to help! forgot to add 2 images, added those to the album now (last one is about a forward spawn sniper sightline)

oh thank you for the additional images, yeah these are all good and especially the forward spawn sightline that one is an oversight in my end. and of course the ramps they were quite steep to begin with due to the concern that this will make some areas cramped however it wasnt the case. and as for the bridge I am still uncertain if to remove or keep it. but for now it is here to stay I might change my mind if it was too broken enough. I have seen some fair share of usage on the bridge but it wasnt too much to tip the balance of the fight.

posted 4 months ago
#32 Gelid 5CP in Map Discussion
Tobtested on B7A a couple days ago
attempted a video, but it's a lot. So made an album instead

https://imgur.com/a/EGzijxP

Thank you for the time for reviewing the map yet again. it is really helpful and I will take some suggestions given although some things in particular will have to stay and I will try to explain the reason.

In no particular order

the watch tower serve as both a set piece and yeah a gameplay thing where players get to play around. I will adjust its design as you said although not sure if i will make it standable I could add some prop at 2nd to serve a similar purpose

on mid, the ramp that goes to underpass served as a connector and to make the rotation smoother but I wont suggest it being used as a main route. oh yeah the other ramp is quite steep i do need to adjust it

as for the stack of cargo crate in the battlements at mid, it serves to block a sightline. most of the design in mid were to alleviate some potential sightline. I do want the bridge to be standable as a high ground option since it seems to make the gameplay more dynamic with explosive classes and additionally the bridge high ground isnt that too high to be that much powerful (it depends if you are standing on the low ground itself or the mid platforms) I do need to signal that the bridge can be stand on at least....

other than that most of the suggestions are good and I could follow through with that. some things do need to stay due to other concerns and they have their purposes as intended and it does work. still though I might change my mind and follow through as well on those other suggestions, there is a lot of factors to consider. Anyways appreciate all of the suggestions.

posted 4 months ago
#30 Gelid 5CP in Map Discussion

Update Release: B7B

- adjusted metal building at mid, expanding it a bit
- changed medium health kit to small behind the metal building
- expanded some ramps at mid
- removed some crates at mid
- added some props on 2nd to mid transition building
- added crate at valley

- adjusted some geometry at 2nd, particularly adding another ramp access to 2nd point, also adjusting the area near the small bridge
- added small health kit near the small bridge
- changed small health kit to medium at the cubby in 2nd
- adjusted positions of some packs to be more easily accessible by defenders in 2nd
- added an additional spectator cam in 2nd

- some visual tweaks
- added some custom overlays
- more clipping added
- other smaller fixes

feel free to give feedback or anything insightful for the map, it would be appreciated and helps the development and polish of the map

posted 4 months ago
#29 Gelid 5CP in Map Discussion

Update Release: B7A

mostly fixing a game breaking bug

- fixed mid red forward spawn not working
- several small detailing additions
- fixed displacement seam
- some optimizations
- adjusted 2nd point cap time from 7 secs to 7.1 secs
- other misc. fixes

posted 4 months ago
#28 Gelid 5CP in Map Discussion
F2In b7: 3rd RED respawn door does not open from the inside

ah shit I didn't realize that... I'll fix it ASAP

posted 4 months ago
#26 Gelid 5CP in Map Discussion

Update Release: B7

this one is a very substantial update

Mid is overhaul/revamped, a lot of changes to address the issues of the gameplay as well making it not cramped to play anymore.

Mid changes

- adjusted height of the platform at mid
- added a connector at the building to mid (the concrete one)
- changed the building at mid, and adjusted its design (the metal one)
- generally added a lot of easy access to high ground
- added props and a shack to served as micro high ground
- adjusted health pack locations accordingly
- removed the side metal platforms, and pushed back mid forward spawn for a bit as well as adding a thicker and wider platform to play in
- OOB detail changes at mid
- widened up the "long flank" route (previously called the cliff route)
- adjusted underpass route to be more wider, also added a slight cover
- other things that I probably forgot to mention that were changed in mid area

Other changes:

- added small healthkit at "basement"
- changed medium healthkit to small healthkit at last- adjusted position of cover at last slightly
- adjusted the location of resupply locker at last
- added some clippings
- other error fixes

New Mid Images

posted 4 months ago
#25 Gelid 5CP in Map Discussion

I was thinking to change the routes toward mid to a 2 choke design ala gullywash but I am not sure if that will help anything or would just make it worst

posted 4 months ago
#24 Gelid 5CP in Map Discussion
Tobvery good changes overall! I'll ask some ppl to playtest once or twice if possible

https://www.youtube.com/watch?v=w0JWb7BK0Bs

Thank you!

also btw currently changing/overhauling mid while still making sure it is intact on its concept. my aim for the mid point is to give more breathing space to play in

oh and yeah... I do need to move the resupply locker at last, thank for pointing that out

posted 4 months ago
#22 Gelid 5CP in Map Discussion

Update Release: B6B

- raised up pillar at mid
- removed some platforms at mid
- adjusted some health kit and ammo pack locations (thanks tob!)
- blocked the mid building route
- re-added missing spawn room visualizers
- adjusted some props/removed some props
- expanded right side area near last spawn for a bit
- adjusted last lobby stairs
- added small ammo pack at last lobby
- fixed some displacement seams
- other error fixes

2nd Changes - (Thanks rents and tob!)
- extended 2nd point platform and cap zone for a bit
- removed wall cliff and made a connector to the forward spawn platform and side areas next to 2nd point
- moved the oil tanks
-pushed back the ramps on the forward spawn platform and added another ramp
- expanded the small bridge near 2nd for a bit, and made it straight

Mid will go on a revamp/overhaul in the next version, I am still in the process of figuring out how to change the mid area.

posted 4 months ago
#21 Gelid 5CP in Map Discussion

Update Progress

The next version will be fully released soon, I am still figuring out how to change mid/ Although 2nd there has been some changes (Thanks Tob and rents!) also the pack's position are adjusted to help with a smoother rollout as suggested by Tob.

2nd Changes
- extended 2nd point platform and cap zone for a bit
- removed wall cliff and made a connector to the forward spawn platform and side areas next to 2nd point
- moved the oil tanks
- pushed back the ramps on the forward spawn platform and added another ramp
- expanded the small bridge near 2nd for a bit

These changes made 2nd area give a lot of room to maneuver, making it less cramp to fight in. once I figure out what to do to mid the next version will released.

changes are highlighted in red, images below:

2nd Point Changes

posted 5 months ago
#20 Gelid 5CP in Map Discussion

Regarding the rollouts which was discovered my friend. here they are rollout image is in the alpha version but the overall rollout/layout remains the same.

yeah its pretty much almost accurate on the rollout... although to elaborate first image is where the flanks would usually go and second image is for combo which is considered the fastest (where the high ground is).

still thanks for the theory crafting it is very insightful for the map

posted 5 months ago
#19 Gelid 5CP in Map Discussion
Tobhttps://www.youtube.com/watch?v=eIjjsixMMWc
some theorycrafting

0:00 sticky traps to clear after holding last succesfully
6:18 demoman rollout
9:30 roamer rollout?
for the roamer rollout it might also be better to follow into main (instead of top left) so you get a full buff, then go left flank to mid

watching this, this is amazing!

posted 5 months ago
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