Akuchi

Akuchi A9

Changelog
Last:

  • Removed the fence because the sightline was fixed by the layout change in A8
  • Widened the west ramp, making movement flow better
  • Replaced the jump to last with a ramp (for now)
  • Widened nobuild to include said ramp

Connectors:
  • Added multiple closed windows to give players a better overview
  • Removed small pickups in mid connector
  • Added medium pickups in mid connector that are better usable by attackers (but visible to defenders)

Mid:
  • Closed the east windows. You can still look through though.
  • Raised mid back up again. Still slight height disadvantage, but should matter way less often
  • Reworked some doorframe clips that weren't working as intended
Pictures
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Changelog
  • Changed ramp on east flank, hopefully making it easier to navigate up there.
  • Changed mid connector building, making the western exit flow better
  • Closed outer western sniper window, limiting a few scary sightlines unless you expose yourself on the balcony
  • Reset KOTH timer back to 180s for now
  • Added a lot of smooth movement playerclips
  • Fixed a few brushes where BLU and RED last looked slightly different. Oops.
  • Turned around the red spawn door that was enabling BLU to look into the spawn
  • Changed sky, lighting and floor texture to get a feeling for the theme. Sorry, astroturf lovers.
Pictures
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Alpha 7 - Let there be light and a cap-able last

Changelog

  • Reduced light prop spam
  • Improved artifical lighting inside buildings
  • Reworked last
  • Made last control point a bit smaller
  • Lowered last control point by 64hu
  • Moved spawn exits to the side, forcing you to commit to defend last
  • Added small fence as sniper protection for east exit
  • Increased cap time of last from 4s to 5s
  • Increased KOTH timer from 180s to 240s
  • Widened the doors to last
Screenshots
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Changelog

  • Added a nobuild on the last capture area
  • Added medium healthkit and medium ammo to east flank
  • Raised a sightblocker by 72hu to make it less easy to jump onto it from the east high ground
  • Added a whole bunch of directional arrows
  • Replaced inside door on west flank, combining both rooms
  • Fixed mid cap point not unlocking on mp_waitingforplayers_cancel
Screenshots
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Alpha 5 - This ain't no Viaduct / Mid is not safe

Changelog

  • Redesigned mid, putting emphasis on making it easier to attack.
  • Opened windows on east flank so you can both push and spam the point from there
  • Added a completely new building with sniper windows on the west flank
  • Lowered the point, increased point wideness by ~128hu to be able to fit the slopes in there
  • Added a rock to east flank - It's an shortcut to get to the battlements from mid
  • Switched medium pickups at east flank over to help pushing last
New screenshots (Again, last looks the same as before)
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Changelog
  • Completely removed paths up to balcony, now more a high ground for explosive classes.
  • Raised balcony by 32hu
  • Nobuild the balcony
  • Nobuild the roofs on last
  • Nobuild mid capture area
  • Changed cap time of last from 6s -> 4s
  • Changed respawn time of losing team from 6s -> 7s
  • Made east building larger to make the high ground less of an overpowering sniper spot
  • Redesigned east flank, now goes through the east buiding.
  • Capture warning when someone starts capping last
New Screenshots (last still looks the same)
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Well, i found the time to update the map earlier than expected.

Changelog

  • Added balcony on west side of mid
  • Made upper flank on west side of spawn 48hu higher
  • Added small fence on last to remove a nasty sightline
  • Reworked light_env to make the map brighter
  • Removed red dev textures on blu spawn
  • Made tunnel flank wider and increased ceiling height
  • Added overlays to the flanks to make clearer which side is which
  • Moved back spawns by 128hu to make it harder to defend from the spawn doors
Screenshots
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Changelog
  • Recompiled with pickups
Pictures not updated, just expect them to be there.