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lclplant a6

  • The stage now connects to stage 2/chemplant correctly and without seams (but chem is still visgrouped out)
  • Simplified B and added a high ground route for attackers and defenders to consider. It might be too powerful.
  • Simplification entails: fewer entrances/exits to B's ring, better lighting from sky light (it's open air now), fewer weird dev materials in odd places, and cleaned up brushwork.
  • A completely new connector is now present in the tunnels between A and B. The map should be more balanced as a result, but it's not very architecturally interesting and it may need spawn times to be adjusted to match it.
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I've also added a new route to A's upper ground to attackers on the far left. It may not play well; I was just experimenting.
  • Finally remade Blue's spawn exit; red no longer has a sightline through the whole spawn from the side room. The side door is now much larger and splits off through a hallway. Hopefully this will make spam in general a little bit easier to manage.
  • A's ceiling route has some experimental sight-blocking pipes on the attacking side to make RED engies stop using it.
  • Gave Blue a route up to B's height, but added cover for red nearby.
  • Opened up B to sunlight
Additionally, pickups got redistributed a little bit, and the height of some rooms near Blue spawn was adjusted.
  • Added/brightened lights everywhere and added windows to exterior walls
  • Added a place for blue to congregate close to B and a new route to it
  • Changed Blue spawn's side door to a regular setup door
  • Clipped off things all around and tightened up geometry
  • Metal is more prominent at B
I didn't change the upper route at A besides brightening it; still haven't seen any instance of it being abused.
  • Built a bridge across the road on A for blue to cross
  • Scaled the outer ring around B out a bit
  • Added some cover at B for red to build behind
  • Shrank B's cap zone by about 25%
  • Added some cover between A and B
  • Made connectors from a little A->B longer
In response to the testing:
  1. Red spawn is closer to B
  2. Blue spawn is closer to A
  3. A and B are slightly further apart.
  4. Misc improvements like clipping, sightlines, round/cap times.
  • Rotated last relative to the rest of the map
  • Closed off two of the doors to last from the outer ring
  • Revised connections between spawn, last, and A
  • Added some lighting and signage
  • Reduced spawn wave times for both teams.