limpmozzarella a8

A KOTH map set in ruins deep within a Cenote

  1. Various Route Changes

    Fault in Maps
    Maps in a strong state right now so these are all mostly experimental changes.

    • New route into the tunnel flank, engineers should have a harder time turning that area into a nest.
    • Added a flank below the original tunnel route, adds an alternative out or in of the main route. Something I want to try, this is the biggest experimental change and will probably get cut if no one likes it.
    • Updated the bridge flank, its gotten moved away from the point a bit which might be a...
  2. Fixed control point not unlocking

    Fault in Maps
    Fixed control point not unlocking, I accidentally deleted the trigger region
  3. A7

    Fault in Maps
    - Reworked Mid Cover
    - Reworked flank tunnel into a full room
    - Rework primary team battlements to give attackers more advantage and better control.
    - Reworked Bridge area slightly to better align with map vision.
    - Reworked spawns into something less boring
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  4. Added Death Pit

    Fault in Maps
    - Added Death Pit behind ammo pack at the point.
    - Changes a mini wall into a raised area. Reduces the overall amount of arbitrary walls slightly and provides the attackers some slight high ground for pushing into the point.
    - Experimented with existing skyboxes and lighting. Didn't manage to find a change I liked just yet so these changes are not present, but they were experimented with!
  5. Clipping, Soundscape, and Rain

    Fault in Maps
    Quick changes:
    • Add rain particles
    • Add simple soundscape
    • Fix some clipping
    • Fixed a broken seam in displacements
  6. hotfixes after todays imp

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    Mostly culled some cheesy sightlines, and made the ones I want to keep more counterable!

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  7. Big Bridge Changes

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    Made major changes to the bridge, lowering its elevation. The overall goal with this update was to try and increase the attacker's ability to hold the lobby just past the 'main ring.' Changes to the flank (bridge) and pickup changes are the biggest things I move around to try and achieve that.

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  8. New Route to Bridge

    Fault in Maps
    Added a route to the bridge at mid to hopefully enhance its use as it seems to be a favorite combat space.

    Images

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  9. More Lights, Less Crouch Jumps

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    More minor changes. Almost time to start doing a full artpass :p
  10. More Minor Changes

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    More Minor Changes. The layout's pretty solid atm so I'm just trying to make it easier for all classes. If this version is still tough to retake mid I have a bigger change I'll come through and add!
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