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Changelog

-Added another spawn for each team; when B is capped, Red gets a 3rd spawn, likewise for C and Blu. This should make it easier and quicker to get to the points for both teams

-fixed a few vis issues.

-adjusted some sections of track

-adjusted some pickups around B

-added some cover around the map to help limit some nasty sightlines
Changelog:


Big changes in this version!

A point:

Gave Blue Spawn an exit near the top, coming down on top of the cart.

Removed left-most blue spawn exit (left-most in respect to BLU)

Widened the side building near BLU spawn

Added a crate so that Red could contest the middle building

Moved the cap up the hill

Added a ramp near the newly moved point so that Red could contest the upper parts

Removed 1 drop-down

Re-jiggered RED’s first spawn, it is now between A and the B-point building

B point:

New Building for B, now featuring Boat gameplay!

Much roomier and should provide some interesting gameplay experiences

Red has a second spawn after the B building which they spawn from once A is captured

Once B is captured, BLU get a forward spawn

C point:

Using some older geometry, used to help bridge the gap between B and D, which are pretty far apart.

D point:

New area for D, a more open zone with some interesting elements with which to play around

E point:

New final building and courtyard for E. the final ramp up until the explosion is the same, but the rest could more or less be said to be completely new

Featuring a moving platform as part of the playable area, not standard, but hopefully it’s fun

It’s a bigger building, so it shouldn’t feel cramped, hopefully.
Alongside_a4a Changelog:
I am aware of the feedback left during the last playtest concerning the sizes of playable spaces in the map. I'm tabling those until later to tackle some of the other issues.

- Fixed the Cart getting stuck on steep ramps at high speeds
- updated troublesome geometry
- added more troublesome geometry (in orange dev)
- tackled sniper sightline issues
- tank prop is now solid
- fix Out of Bounds issues
- fixed death pit not killing
- added props to last
- preliminary optimization pass (actually made it a decent skybox now, not just a diaper)
- added a new room near the first point
- opened up the diagonal choke after B a tiny bit
- fixed broken resupply in BLU's second spawn
- spawn teleports now work
- moved the whole map off of the origin, I.E., moved it into one of the quadrants to avoid any unnecessary visleaves from being formed. (Unintended consequence of moving my map off of a reasonable grid forever :(. )
- added a small crate jump near D because Nesman is too short
Alongside_a4 changelog:

-reorganized buildings around the choke right after CP_A, giving blu more high ground to attack

-moved red first spawn back after B

-put more space between A and B and C

-changed building between B and C

-a new area between C and D, it opens up and should provide more interest

-D is now further away from E

-Attacking the last point is now done from the same level as the point

-E is now smaller than it was; it doesn't open up as much

-removed overly long spawn times for red second spawn

(I'm definitely going to have to start a more stringent optimisation pass, as these compile times are ridiculous.


overall, the changes are quite significant,

I hope you all enjoy playing!
a3 Changelog:

-Changed map name to pl_alongside
-complete overhaul due to various issues, the map being oversized being a major factor.
-More interesting areas to play in while keeping in theme with the ideas of the previous version
-cleaner geometry
-each team now has 3 spawn rooms, which change depending on progression, which should make walk times much better
-I tried using a "lines of engagement" approach, which involved formulating a better understanding of frontlines, backlines, and where and how both teams meet near and around points
-better signage
-fixed missing respawnroom brushes
-gave some points better forward holds


All in all, the changes are quite substantial.
I hope you enjoy playing, and let me know what you think!

thanks