Crestfall Stage 2

Multi Stage Crestfall Stage 2 A5

  • made capping A open the small shutter to the right of the big one
  • changed respawnwavetime for red at B from 2s-> 6s (2s was a mistake that was in the map since a1 shockingly; surprised that blu ever was able to even push all the way in older versions lol)
  • added small BLU spawn detail to imply cart continuity through stages
  • added a staircase on the side of the big shutter room to more easily link up low ground and high ground

Likely one of the last major layout updates (even though nothing huge was changed on this stage) before the contest deadline due to time constraints. Map will be passed to my partner for a detail pass soon.

Screenshots:
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  • moved rock at A to make main wider and moved track farther away from the wall
  • moved fences to remove rockwalk route to A high ground and prevent people in main from being immediately dropped upon
  • rebuilt a lot of B but kept the skeleton of it
  • a lot of things that were not wide are now wide(r)

Screenshots:
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  • un-onewayed triple windows near red spawn at last
  • raised blu's one-way attack route at B by 64hu (now flush with the rest of the ground)
  • moved blu's one-way at B over a bit
  • redid cover near blu's one-way at last to make it less intrusive/tall
  • raised brush over main at last to allow sightline from window to top of cover
  • decreased texture scale of chicken wire
  • moved medium hp/ammo off of left-side attacker high ground next to A and onto the ground
  • opened up and rebuilt a bit of attacker's long flank to B
  • changed hp/ammo on high ground to mediums and moved them farther away from attackers
  • removed support wall prop from rock at A to open up more sightline on main path
  • blockbulleted chicken wire
  • reduced rock outside of attacker's right side spawn exit door from a rock005 to a cliff_wall_06
  • snipped a 45 degree cut off the brush on the left side of blu's forward spawn to allow a bit more walking room there
  • raised clipped off roof at A
  • closed off the left side of the defender's left spawn exit platform thing
  • time added on A cap 4 min -> 4:30

Screenshots:
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  • un-onewayified all windows near A except for the windows on the flank
  • un-solidifed all railings that were accidentally left solid
  • added hand sign to one-way at A to indicate the trigger is disabled after A is capped
  • rebuilt significant portion of B and adjusted routing around and into the area
  • 4 min now added on capping A
  • map is now repacked

Screenshots:
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  • fixed red's last doors having the incorrect triggers
  • added a few railings on a roof at last

screenshots are basically the exact same as a1