Blocked

Blocked b8s

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Changelog:
Adjusted new upper platform to block (lol) a brutal blu sightline to the top of elevator area
Maybe fixed jumping bug into the resupply cabinet for blu's last forward spawn? I dunno
Moved block (lol) and changed roof length above the new elevator area to block (lol) sniper sightline on a usual engy nest
Improved the dynamic ramp up the elevator area that comes out after blu pushes the cart to the top of the rollback hill
Added one way door from Blu's balcony looking into last
Adjusted health pack in blu's balcony area looking into last from small to medium
Switched red's forward spawn to change after the first cap again
Adjusted respawn times to compensate for the above, giving red a shorter time
Moved some blocks (lol) on last to block (lol) a jumping route to the blu focused balcony
Slightly adjusted red's final spawn points
Some other little stuff
Changelog:
Split off version to focus on tearing it apart to detail, with gameplay changes only on this one
Red team now keeps their forward spawn until the second capture point, as an experiment
Implemented the elevator lowering the cart down between first and second, finally replacing the teleporting cart mechanic
Added new ramp and platform for Blu in the elevator area
Improved collision on platform that raises in front of blu's last forward spawn
Added a soundscape to the map
Adjusted sightlines around elevator area
Increased time added to timer on cap by 30s on first and third cap points
Adjusted spawn timers slightly
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