JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
I got busy with living as well as Uni work, so work on this map has been sporadic. With 80% of my time spent on the lift and 10% on the new lighting. If it's still majorly fucked I may potentially commission someone else to work on it.
New lighting.
General small alterations to buildings to make the buildings feel more organically constructed.
Added some props around the doorways before A to add attention to them.
Removed the slide and added a doorway to let spies have more interesting plays at A point. (sorry)
Changed the cliff area.
Changed B.
Redid lift (hope it's not fucky).
Redid timings on C so Red should actually get to set up there.
Added a forward hold for Blue at D.
Added a room for Blue at D above the final cart path section to help them take out sentries.
Funny telephone pole.
Lowered the big door before A.
Smallened the door after A.
Redid the side building for B.
Simplified an area after B, added a nice train detail.
Replaced the gravel pile at C with a normal platform which Blue will have an easier time using.
Added a new stair up to the platform on the far side of C to combat this. Should make combat for Red more interesting and dynamic.
Moved the conveyer and platform further into the area.
Lowered the entrance to the tunnel after C.
Redid the sneaky cover under the platform at C.
Gave Blue immediate access to the platform at D.
Removed a building in the side area at D.
Removed a way for Red to immediately look over the side area at D.
Added some silly little stairs to the final stretch of cart path.
Used a different, lighter blend texture at A so that elderlon can play the map.
Added a rock model to the area after the leftmost exit from Blue's perspective from spawn to help with sniper sightlines.
Removed a medium healthkit that I feel was making snipers too dominant on A, replaced it with an ammo pack.
Added a small crate to A so scouts can jump to the highground.
Lowered the entrance to B point, as well as lowered and smallened the doorframe so that snipers can't shoot out from the top of the lift.
Flipped around the staircase up the side of the lift.
Added a smol plank to help with not falling off.
Moved forward the highground in the flank and added some cover to it.
Added a new staircase in the flank for Blue.
Redid C's walkway flank so that it's more effective to control for both teams.
Changed around some cover after the tunnel after C to help with sniper sightlines.
Removed the path that lets you rotate from the cart area to the flank, you have to move through the main flank to get there now.
Added a new sentry/hold spot for Red on the other end of a sniper sightline, should be somewhat difficult to take out.
Medium redo of the flank lowground area.
Overhaul of the spawn so it's tighter designed (hopefully).
Redid the sniper cover near the spawn so that snipers (hopefully) have to stand in a single small angle to be most effective.
Added some new small structures which you can clamber on.
Added spec cams.
Hopefully fixed a bug where people would get stuck in spawns
Redid Iconic building at A.
Redid ammo at A to better help engineers.
Redid geometry of A to give more places to set up buildings.
Added a long awaited staircase for anyone on the lift at B.
Added some cover at B point for engineers.
Added a new sideroute for C's choke.
Reconfigured C's pickups and added a bit more ammo.
Removed a beam to make a sentry less annoying to take out.
Redid D's balcony area to better help engineers set up and not be constantly pressured.
Moved A point further along the track.
Decreased Red spawn time for B.
Added a new, limited use route at C.
Flipped around the wall of the cart shack at D.
Adjusted the main flank at D.
Change the geo around the cart shack to better help defenders.
Added a small rollback zone.
Fixed red's spawn for C not teleporting players.
Simplified B's lift room and hopefully highlighted a sentry spot.
Changed the floor blend in first area, we now have COLOUR.
Moved iconic door before A.
Simplified area after A near cliff.
Simplified B building and better realised what my ideas were for the point.
Redid the chickenwire room at C.
Added a shack at C that should become a sentry spot.
Redid hold building for Blue at D.
Redid Red spawn after C.
Removed easy route up to the conveyer highground for Blue.
Added shared route up to Conveyer highground at D which ties into redone route for Blue into DMey lowground.
Semi major changes to A point to see if that's what is skewing rounds.
Very small changes elsewhere
Moved back Blue's spawn at A.
Added displacements in the first area.
Reconfigured the building to the side of B to make attacking a bit more difficult.
Enlarged a holding area for Blue before C.
Removed a doorway for attack over the cart before C.
Redid C with Chin's help.
And semi major redo of D.