Oh boy, 14 days left before the deadline! I'm starting to think I'll actually have a decently fun map by the time the deadline arrives. Hopefully the new Stage 2 is better than the old one!
Multistage changes:
Improved lighting in all stages
Added Nightfall's overtime system to Stage 1 and 2.
Round time is 8:00
Carts begin to roll forwards on their own in overtime
Only the team with the most players on the cart can push their cart
Carts stop auto-rolling at rollback zones
Improved pickup locations
Slight optimizations
Stage 1 Changes:
Improved lighting
Slightly expanded spawn rooms
Spawn points have been rearranged to give both doors the same visibility on spawning
Extended track
Now curves slightly before point
Point is now on an angle compared to the rest of the room
Stage 2 Changes:
Stage two has been entirely scrapped and rebuilt from the ground up
There's still a cave, but the main combat area is split between going though the cave and going over it
Stage 3 Changes:
Rebuilt inside of spawns
It should now be easier to know your options when spawning
It should now be easier to figure out where final is
A2 of everyone's favorite Connect5 entry that is a 3-Stage PLR in a jungle at night by the ocean is here! There's a lot of changes, thank you everyone who played it and gave feedback. Hopefully I've addressed or purposely ignored everyone's feedback.
Stage 1 Changes:
Added three new routes
Back tunnel between points now connects to main area
This hopefully spreads out the fighting to mid, rather than just the tunnel
New routes from diagonal staircases to cart turn/crate rooms, creating a basement
This should give the waterfront more of a purpose as you can take now push through the new basement route to the capture point
Significant health/ammo changes
Reduced water push force
You can now technically swim around the building at the water's edge as most classes, but it's really slow.
Fixed collisions on fence props near capture points
Improved lighting
Slight optimizations
Stage 2 Changes:
Rebuilt spawns
Easier to get to/see spawn exits when spawning
Spawn yard expanded
Spawns are slightly farther from capture point
Sniper deck expanded to be useful, now has a railing
New entrance into cave
Enters cave at cart starting location
Leads up to a new deck in the new expanded section of the cave
Expanded cave
Ramps up to cart entrances are gone
Adjusted cover
New raised platforms at back of the cave
The new entrances lead to the high ones
New sneaky flank under the new platforms at the back of the cave
Almost links both lower entrances, giving an alternate way through the cave
Widened several routes
Widened cliff-side route
Widened ramp up into the cliff-side shack
Widened cart starting location
Improved lighting
Health/ammo changes
Slight optimizations
Stage 3 Changes
Rebuilt entire center of stage 3
Widened entire stage by 128 units
Tug of war section now occupies low ground
Carts start on bridges above the ToW section
There's a building in the center where the rollback ramps used to be
There are no more rollback zones in the center section
Finals of Stage 3 are still the same
There's still no explosion
Rebuilt section of spawn leading into center
Red also as resupply cabinets now, whoops
There are now two spawn exits into center
One has high ground
The other comes out next to the track
New flank under new center building
Connects both sides
Connects to the drop-down part in the back half of the map
This means that the tunnels now connect to the center of the map
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