Dubious

Dubious a3

a3 update:

This map is practically an entire new one, the only areas that remain from before is the rough layout of last and the indoor area in the middle of the map and the house next to it.


Here are the major changes in this update:
- The map is now called pl_dubious
- Made the map have 4 checkpoints instead of 3. This was done to combat the complaint it felt super long and bloated for a 3 checkpoint payload map.
- Created a new area for A entirely.
- B is now in the concrete area before going into the building - this should ensure A to B isn’t super long and bloated.
- Adjusted areas around the previously cramped geometry in the long building that used to house B.
- Created a new C point in the new courtyard between the previous B and last.
- The finale area is now not up a huge hill, and the balcony area has now been made less tight and cramped.
- Changed the theme to farm, now making use of harvest lighting.
- Added minimalist gameplay-based detailing in many rooms and spawns to make the map look nicer - these include use of proper lighting, use of props and overlays, and the use of resupply signs.
- Added proper forward spawns for Blu when B and C are captured.
- Added a proper looking spawn for Red when defending A and B, and made the final spawn for when defending C and D more clean brushwork wise.
- Adjusted some health and ammo placements.
- Generally adjusted lots of ugly brushwork that remained in the old areas.
- Some out of bounds detailing near C to allow more sunlight into the map.
a2a update:

I was excited to test my map again after months, only to find that the cart got stuck and the visualisers were weird :(. Hoping this mini update of sorts will aim to remedy this and make parts of my map less bad.


- Hopefully fixed the cart getting stuck.
- Changed Red respawn wave time from 9 to 6 after A is captured.
- Changed Blu respawn wave time from 1 to 5 after A is captured.
- The insanely short Blu respawn wave time before was because I forgot to increase it after deciding to add the forward spawn after A.
- Fixed a hole in the respawn room trigger in Blu’s initial spawn which meant Engineers could build.
- Replaced the inner spawn door in Blu’s initial spawn to fix weird clipping problems.
a2 update:


This was initially going to be an a1a update, but after I fixed the small problems I decided to go all out on feedback.

- Removed ALL displacements.
- Added a third exit to Blu’s initial spawn.
- Re-scaled and aligned all textures and fixed up some sloppy brushwork.
- Redesigned the area to the right of the track around A.
- Added a resupply cabinet at Red’s final spawn (Sorry guys, the meme is dead :( )
- Redesigned the routing into B, added a new flank route.
- Capturing A now gives 3 and a half minutes on blu's timer as opposed to 5 minutes. (Hammer value down from 300 to 210).
- Capturing B now gives 4 minutes on blu's timer as opposed to 5 minutes. (Hammer value down from 300 to 240).
- Max time limit is now 10 minutes as opposed to 15 (which was higher than anything even possible within the old map). This was changed as in the last test Blu rolled A and B completely, leading to them coming towards C with around 11-12 minutes left. That isn’t fun, and thus I changed it.
- Added a new route out of Red’s final spawn to give them easier access to the powerful balcony area.
- Added stairs up to the high ground to the right on the way to B to allow easier access to it and the right flank into B for the attackers.
- Blocked off the small drop down area/ outside B as it led to a broken sightline.
- Added some prop door frames to replace ugly brushwork.
- Redesigned the lobby area into C.
- Replaced lots of ramps with stairs (of varying quality).
- Added a forward spawn for Blu when A is captured.
- Moved around the rocks outside Blu’s initial spawn to create clearer brushwork.

Thanks, and have fun!