Blast

Blast x9

I redesigned A again hopefully for the last time. Its smaller and should feel a little more refined. Blu should also be able to secure just outside their spawn a lot easier now.

A
-redesigned
-short range exit from red spawn is now a dropdown
-redesigned blu spawn exits

B
-added some more small cover on main
-reduced red height exit from spawn so it doesnt tower over the point


C
-added cover on the point
-added small shack to blu side double pipes for cover
-added small shack to lower red side
-added vent path to spiral staircase for a little more accessibility
-connected upper and lower area below the point via large ramp
-fixed red side ramp to point being wonky
-added ramp to top of spiral staircase center bit because why not

D
-added grate cover to A to D choke to allow for more blu sentry spots

E
-lowered the height of the cover bits surrounding the deathpit

Pics

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This version should drastically reduce the number of A holds

Changes

A
-redesigned control point area
-opened up tall blu spawn exit area
-widened main
-gave blu access to roof water side shack over control point
-shortened tiny shortcut flank
-shortened red balcony over control point

C
-added a one way door on blus pipe entrance
-removed pyro camping spot on pipe entrance

E
-fixed being able to spam the point under the grate blocker


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Total revamp time! A, C, and D are overhauls and B is entirely new. Replaced almost all instances of grate wall cover and overall should feel a lot more readable. All grate textures now block explosion damage.

A
-removed control point shack
-right side flank is now a super dangerous mega choke
-added suspended pipe path around entire area
-added more large towers for cover

B
-removed all coal piles (gasp!)
-removed gantry cranes
-drastically reduced amount of walkable space
-control point now sits on a single concrete "pile"
-added large central building with a ton of interior space

C
-expanded main choke to have two more exits lower down, places to walk to avoid sniper sightlines, and some red (at a massive disadvantage) access
-reduced overall playable space by half
-added blu and red centric sentry spot cylinders
-removed sentry cubby from point
-expanded lower area
-added spiral walkway from lower to control point
-added full health to lower
-added options for red to enter the area
-added slow door to blu entrance near E

D
-reduced walkable area on main floor by around 40%
-lowered outer walkable area lip 128 units for sneaky sneaks
-added blu side flank in main A connector to allow players to bypass sniper sightlines
-added lower flank entrance from A connector below pipe path
-added under-grate flank route to C connector
-added suspended path/sentry spot in C connector
-added another hole in control point for red view the control point
-raised capture trigger to allow red to contest from upper area (lol)
-covered all sniper sightlines into upper control point area
-expanded left side red entrance into area
-reduced control point cap area diameter

E
-D cap reward for blu is now a large slow door that closes off and forces red to take the longer and tighter routes
-blu vent balcony now opens on C cap instead of D cap

Pics

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Quick update to hopefully make A easier to cap and some other stuff.

Changes
A
-increased cap zone size
-removed red left side ramp to roof top
-converted left side roof ramp to double jump route

C
-doubled the time it takes for the slow door from B to open
-put a grate on the pipes
-added small bit of cover on pipes for blu

E
-added railings around point on D capture
-added lip on lower balcony

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This update is a redesign of the red side of E and hopefully doesnt make the problem even worse.

Changes

E
-opened up lower area outside red spawn
-made it so red has to walk on lower area before reaching height advantage locations
-added blu ramp height advantage over point given on D cap
-added curved vent path for red similar to blus
-unified cover in whole E area

Pics

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Increased red respawnwave time a smidge and hopefully made A + B a little easier to cap. Im not sure about the new D cap dynamic element at E but I want to test stuff.

A
-opened up the hole in the roof of the control point building
-added some fencing to the pipe path

B
-added large coal pile near blu spawn
-subdivided coal piles
-added third floor and other pathing + cover to coal pile building
-added suspended walkway path near point
-removed some red height advantage over point

C
-removed some cover from the point
-removed roof player clipping over point

E
-changed D cap dynamic element.

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So far in testing A has been a little too difficult to cap. I started with small changes to help blu cap but it eventually turned into a near total redesign of the area.

Changes

A
-control point is now inside a building
-outer flank is now a large 45 degree slope
-simplified blus short route to the point
-raised outer blu spawn exit
-added new small one way shortcut to D that opens on A capture

B
-raised both control point and large main coal pile

C
-deepened the cubby space on the control point

D
-raised capture trigger so red can contest while standing on inside of vat lips
-added some walls around the point
-added sentry cubby next to point
-widened grate cover on top of cubby

E
-extended curved vent path and added another exit
-added door that opens on D capture that gives blu access to vent path directly
-added some cover to main entrance from AD connector
-shifted exit of red spawn to not see across all of E
-added blu access to height above point via small grated path
-added some grates for red to walk on

Pics of some new stuff

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Fixed some typical first version bugs and changed the D cap dynamic element. Instead of filling in the deathpit at final it just provides some cover around the point. Im not sure if this will be successful but its worth a try while I gather more testing information in the rest of the map.