Deathray

Deathray a5

  • Redesigned the whole layout from scratch, this time with mirrored symmetry instead of rotational.
  • New layout is based on a central indoor area with surrounding outdoor areas to more effectively divide the map into separate sections
  • Reworked parts of the layout to significantly curb sightlines and make spawns safer
  • Tweaked the leadup to the final point to make it hopefully easier to contest as the defending team
  • Caves
Still working on (and going insane over) some more significant changes, but I made a few slight tweaks to make it less annoying to capture.

  • Reverted spawn wave changes
  • Sped up cart on final rollback stretch
  • Reduced large ammo near spawn to medium
The last version was a massive improvement over A1, but almost everyone was right that the map was still annoyingly open with many long sightlines. Some sightlines are necessary for the lasers to be useful, but I clearly was not nearly cautious enough.

  • Tweaked the layout to reduce long sightlines and improve routing
  • Tweaked pickups
  • Added spawn time adjustments based on cart progress for both teams
  • Removed herobrine
  • Redesigned the layout from scratch because the first design was really bad and overscaled.
  • Reduced laser warmup time to 2.5 seconds (down from 5)
  • Added 25% laser recharge speed bonus for each cart pusher (up to 3)