Grandhill

Grandhill a1e

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Grandhill a1e

A 5-point single-stage payload map.

This map has been a long time coming. I have intermittently worked on this map for several years, but I am now finally confident enough in it for a public playtest.

Grandhill (working title) is a 5-point single-stage payload map with an emphasis on verticality and height advantages/disadvantages.

The first point sees red defend the highground from assaults on all sides. This is the most open point of the map.

The second point involves a push into a fortified defensive hold. There are many flanking routes that can be used to pressure red and weaken their hold on the point.

The third point has several key uphill pushes, with two larger rollback sections and one smaller one. The emphasis will be on blue taking full control of the area multiple times to secure a way for the cart to get through. Smaller pushes and incremental progress will not be as effective here.

The fourth point is much more closed-quarters. Areas frequently have lower ceilings and the flanking routes are much narrower. A strong coordinated push is the best option for taking this point.

The fifth and final point sees two major obstacles to blue's victory: the bridge, and the last hold. The bridge itself is a narrow and enclosed deathtrap. The last hold is a powerful killbox, but has little remaining track to work with to turn things around for red.
Author
Mega_Kinesio
Downloads
75
Views
172
First release
Last update
Category
Payload

Latest updates

  1. Update to Grandhill: a1e

    Barring any sort of exploit or error, this should be the last version before playtesting. Changelog: Changed out the fence for an actual wall at the lower exit of Blu's second spawn. Added a fence to the cliffs within eyesight of point B...
  2. Update to Grandhill: a1d

    Changelog: Adjusted clipping in several spots along point D to be smoother. Fixed a strange cubemap error from the last version.
  3. Update to Grandhill: a1b

    Changelog: Added a way to the high ground behind point D. Adjusted the profile of the bunker next to the point E bridge to break up sightlines. Adjusted red respawn times immediately after points A and C are captured to be less punishing for...