Death Pit

Death Pit Alpha 7

After a "short" hiatus from mapping, I've returned to finally release an update to this mess of a map. One of the biggest problems I've noticed with the map are sentry guns. When one is build in the intel room the whole match grinds to a halt. So I'm trying to do something about it. The second biggest problem with the map are people forgetting that they need to cap at mid. So any ways, here's the changelog:

  • Added more wall in the lower half of the intel room. This was done to hopefully reduce the effectiveness of sentry guns;
  • Swapped some medium ammo packs in the intel room to small ones;
  • Swapped a small healthkit with na medium one on one of the lower paths to the intel room;
  • Added some more ammo packs in alt-mid in order to help spies cross it;
  • Added to props to the pit which will have glowing outlines when someone is carrying the intel. This is to remind people that they need to cap in the pit.
  • Added some hint brushes to better optimize the map;
  • Added more wooden targets;
  • Added a ramp to one of the windows;
  • Added a wall to the intel rooms to make it harder to defend;
  • Added a messages in the beggining of every round to better communicate the objective;
  • Fixed the minicrits breaking the Cleaner's Carbine, Crit a cola and the Bufallo Steak Sandwich.
  • Fixed Red's resupply lockers;
  • Fixed the doors not working properly;
  • Removed a room next to the intel room as it was too confusing and made people get lost;
  • Added a roof to the sniper spot.
Oh my, this map has changed a lot since the last update here... So here are the changes in this new alpha:

  • Reworked each teams bases but spawn and intel rooms remain the same;
  • Reduced the time it takes for the intel to return to base once dropped;
  • Made the middle area just a bit smaller and added more cover;
  • Added more health and ammo pickups;
  • Added some mining carts to the pit that can be seen through wall when the intels are picked up. This is to make it more obvious where the capture zone is;
  • Changed the Vscript on kill boost. Here is a list of changes. Please note this list is not exhaustive:
    • Removed the health increase as it lead to unstoppable snowballing, especially with pocket medics;
    • Removed medics amputator healing on assist and kill due to it causing problems with the mediguns healing beam;
    • Reduced Pyro's minicrits duration as they, unlike other classes, don't have to waste time reloading;
    • Increased Sniper's minicrit duration and gave him a speed boost on kill.
  • Added a Breakable Wooden Sniper Target prop form the traning maps to the new sniper spot.
So if you play the map with HDR on it like... Is way too bright... Fixed it
So I finally figured out how to pack this properly
Hopefully this won't happen again
Ok, so I made some funny Vscript that changes the layout of the map a little bit at the beginning of every round. There are 2 configurations right now.
Also changed the textures in some areas to make them look a bit different. Hopefully this will make the map easier to navigate.
Soooo... I forgot to pack the vscript on the previous version, but I think I got it now. It should be working... hopefully...
Also added and arrow to better indicate where de intel drop off stop is.