In this version:

Mid was reworked to be more fun, risky and interesting.
The side buildings can see more use now, and the jump pads around the map were repurposed. For instance one jump pad launches the player into the mouth of the nutcracker for riskier plays and at the same time, the building which holds the jump pad also features a full hp pack near a deathpit. Risk/Reward in this map was a huge goal I tried to achieve.
The nutcracker now closes it's mouth faster, creates a shake effect, makes noise and also creates smoke

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Notes:
I wonder if anyone still reads those.
Hey, so similar to sharkbay, I wasn't happy with how mid played. Many people talked about this map working as a koth map, the side paths not being used and I was watching all the demos and I felt as if this map could be improved. I wanted a more interesting and exciting mid. I started with the idea of making the actual attraction of this map the nutcracker more fun. So, you can climb up the nutcracker now, and it's more risky there. Bridges or jump pads connect to the nutcracker making it harder to stay there. Also the head hides certain sightlines. All the decisions I took was to make the map feel more fun. Obviously it feels like a deathmatch map, it's pd afterall. But I want to make something special. I am not doing all of that for money but for the art. I love what I do and I hope it's clear.
To make the new layout I used the best ideas Doom and I had, and implemented them differently. Hope it plays good. We will see.
In this version:
The upper area (highground overlooking the point) got a rework by yours trully (Billo). Now it allows for a quicker rotate, it offers a new window for snipers or explosion classes to attack, as well as more cover. It also prevents the enemy team from easily flanking you because of the high ground it provides.

The lower area was also reworked by Doom to feel better to play around in. Now it's more risk/reward and overall more interesting. Scouts that don't see much play in the map, can use this area to their advantage now.

Notes:
it looks like we are arriving to beta soon. Thank you everyone who helped with the map's developement, we are going pretty strong!

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In this version:
The highground was made more accessible to both teams via the side building, the highground was also made more useful to attack the point.
In this version:
  • The nutcracker damages the players only when the mouth closes (and even that has 3 second delay so as to avoid unecessary deaths)
  • The score points trigger is a little smaller now , to prevent players from scoring even when the mouth is closed.
-The spawn wave times were improved. So in theory no more 20+ seconds of waiting
In this version:
- The lobby and spawn was reworked.
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The idea was to guide the players better to all routes, add more space to move around and also provide highground to attackers. (Also making the layout more interesting was a goal)

-The left route was made longer and also added an additional building
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-Small improvements were made around the map, such as the ramp getting smoothed.
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-The spawn waves got fixed
-When the nutcracker is about to close it's mouth, a sound effect plays alarming players to leave.
-Finally the nutcracker timers for opening/closing the mouth is 45s closed/30s open instead of the 30s/30s.
  • opened up the lobby
  • opened up the main entrance to the point and reduced cover people holding the point can have
  • moved healthpacks around to nerf overly aggressive forward holds
  • extended the ramp around the nutcracker to make jumps easier
  • improved jumping vents (sound + particle effects)
  • fixed red being able to open blu respawn doors
  • (experimental) added additional window exit
This took a lot longer than I expected
-Reworked the whole map with Doom
-Added a proper Hud
-The nutcracker actually can open it's mouth now
-Let's get nuts

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