Blocked

Blocked A6

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Changelog:
Yet again renovated the area around the elevator, giving more advantages to red.
Removed the highest path on Blu side of the elevator space, and gave the upper left building to Red, adjusted to remove some brutal sightlines
A number of other small gameplay changes, I dunno
Continued detailing
Changelog:
Added an elevator back to the elevator area (lol), that delays the cart as it raises the track section up
Removed the drill and turned the cart into a boring normal one
Removed the breakable wall section and the dynamic elements around it
Opened up the top area before the third point, to red's benefit
Added a platform of junk in front of Blu's final spawn that lifts up when the spawn is activated, blocking most of the upper area off before blu pushes through
Made the top of the former elevator an alcove that overlooks third point, with a suspiciously placed medium ammo pack
Added dynamic door in front of the first point that opens after the capture
Added a rock to last to open up a little skill jump route on the left side (for blu) of Red's spawn building
Adjusted ammo packs around the map (no more small packs, you're welcome, Jean Paul)
Turned dynamic health packs to always on (I don't think anyone noticed these anyway, lol)
Added spectator cameras, finally
Continued detailing (theoretically no dev textures left on the map!)
Did a bit of optimization work, but it needs a lot still, let me know if FPS is starting to struggle anywhere
Known issue: There's a lot of pop in areas that needs addressing, visually
Changelog:
Removed the elevator, as an experiment to see if it plays better without
Changed the layout in a few places, in small ways
Continued detailing
Changelog:
Continued detailing
Further gameplay changes around the elevator, we'll get there
Added some light cover on last
Fixed a number of small bugs and issues
I did a dumb and now it's fixed
Changelog:
Continued detailing
More layout changes/ streamlining around the elevator
Added new ramp that violently drops down when the elevator reaches the top (before the capture point)
Finally fixed rollback zone at the finale
Shrank payload cart a bit more
Removed solidity from all hanging block "ropes"
Fixed a number of awkward sightlines and probably added some more
Changelog:
Began initial artpassing, mostly throwing around materials to get a vibe on the map
Adjusted cover in a number of places
Removed upper walkway crossing the first initial courtyard, and adjusted flow around that area
Changed up the deathpit flank coming out of first blu spawn
Moved the third capture point back a bit
Adjusted gameplay flow around the elevator
Finally placed health/ ammo patches (you're welcome)
A bunch of other stuff, you'll see`
Changelog:
Overhauled the elevator and surrounding area significantly, the elevator is now 2 levels
Changed a bunch around the opening area
Adjusted health/ ammo placement and size, including adding a new full pack over the deathpit in the opening area
Did some clipping and other small tweaks
There's some weird shadows now, I dunno, maps haunted
Changelog:
Added a new staircase on last leading the lower area under to the upper platform, giving red a better way to rotate up from down there
Changed/ added cover around last a bunch, mostly benefitting red
Added railing to upper building facing the first cap building and one way window, benefitting blu
Added a new balcony/ exit on the structure between first spawn and the first cap building
Did some light flow adjustments around the map
Opened up blu's first spawn interior some
Added 1-2 seconds to the spawn timer for red on last
Added some more signage around the map
Did some light clipping
Some other stuff I can't keep track of all of this stuff, stop reading so closely
Changelog:
Opened upper building on the corner leading to first capture building
Added another minor death pit in the first area
Adjusted ground outside of last to minimize chance of fall damage for Red
Some other minor stuff