Los Alamos

Los Alamos Alpha 5a

Last playtest, being on A5, went surprisingly well and I'm very glad to see that the point is finally reasonably retakeable (when the teams are balanced)! As such, this map should be reaching it's beta phase somewhat soon. Still want to improve the layout but I'm not really sure how.

Also the new high ground can still be cracked with a sentry on it and I'm still trying to figure out how to nerf that.

  • Blocked off the main route to the Underhill
    • Replaced it with ramps that connect to the third path on the hill
  • Added a few anti-sentry methods to deal with sentry nests in computer room
  • smaller changes
  • swag
  • Removed pillars in courtyard 1
  • Removed dividers in second transitional
  • Removed walls in first transitional
  • Added highground to the side
  • Added doors in second transitional
  • Added fence to second transitional
  • Repurposed computer room
  • Reworked mid healthpack
  • Widened the space around the silo on the hill
  • Modified side route through first transitional to high ground
  • Added player clips in the route to low ground in first transitional
  • Added side exits to spawn
  • Widened second courtyard by 4 feet
  • Smaller changes
Known issues
  • Windowed doors have nodraw on them
  • Some respawnroom indicators won't show up
Just an experimental update, real layout updates coming soon
  • Removed most of the crate textured brushes, including the anti-sniper walls at mid
  • Decreased health and ammo pick ups
  • Changed window textures
  • Removed a short wall
  • Added one-way window to the support pillars in the first courtyards
  • shrunk two medium health packs to small
  • removed a small wall
Wanting to get more data before making layout changes before A5
  • Reworked Spawn
  • Reworked first transitional areas
  • Widened the second courtyard by 4 feet
  • Retracted the catwalk to underhill
  • Removed computer room flank
  • Made the high ground more accessable from second courtyard
  • Shrunk mid crates by a foot
  • Pissed around with some light entities
  • Smaller changes

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-Added second story and high ground
-Removed lower area
-Added third route to point
-Removed anti-sniper fence
-Added crates to the hill
-Smaller changes
-Shortened the width of the third courtyards by 12 feet
-Lowed the hill by 2 feet
-Reduced attacking respawn time by a second (4 ->3)
-Sealed off anti-spawn camp area of the spawn rooms
-Increased cap time from 3.25 to 3.5
-Shrunk the capture zone
-Put doors out of service
changed cap time from 12 seconds to 3.25
other smaller changes