Ordinance

Ordinance B5a

Changelog:
-Added a decorative skyway connecting the main mid building to a new rectangular building in the middle of the death pit to prevent jumping classes from jumping between opposite ends of the map in an instant
-Added an inaccessible balcony with a door at mid to complement the skyway
-Upgraded small ammo packs near the cliff into mediums and moved them closer to the cliff
-Merged the small ammos next to mid into one medium (might've actually done this in A5, can't remember)
-Added info_observer_points far outside as well as inside the mid building
-Other stuff I can't remember, it's been a while since I updated

Screenshots:
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Changes:
-Added textures because why the hell not.
-Changed the small ammo near the point into two small ammos. I was afraid to have any more ammo than one small near the point, but it's also right next to a death pit, so it might balance out. If it balances better than I thought, I'll merge them into a medium pack.
-Added a small ammo between the long rock prop (3 rocks in a line) and the cliff face on each side of the map.
-Changed the rock just outside the main entrances to mid into a slanted shack. This should make the yard more interesting, and as an unintended side-effect, it also provides a new skill-jump route into the side ramp room, while also blocking bizarre sightlines through the main door from the team building roofs.
-Since the last test went well enough without the third tunnel exit from spawn, it has been completely removed. The only trace left of its former existence is the wooden cellar door.
-Possibly more that I forgot.

Screenshots:
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Changes:
-Changed name from koth_observatory to koth_ordinance
-New theme: no longer an observatory with a huge telescope, it is now a missile silo (the ordinance). The doomsday rocket will be used as a placeholder for now. The missile is vertical (instead of diagonal), and players can fall down the missile shaft and die. This should hopefully make for better (or, at least, more interesting) gameplay on mid.
-The hole on the ceiling at mid has been moved to compensate for the new design, and a set of doors has been added to them. They open slowly when the point is captured.
-Added a ramp up to the mid platform right next to the point
-Added a small ammo on said ramp
-Condensed the two small packs in the side ramp room to a single medium pack
-Added a vent route connecting the back of the mid platform (where the small health is) and the ramp room (where the new medium health is)
-Changed the windows to the Badwater (square and black) windows, instead of the stone ones from before (the windows on the team houses are unchanged)
-Shifted the small rectangular windows down slightly
-Temporarily blocked off the tunnel route out of spawn. This route was originally added to prevent spawncamping, but spawncamping hasn't seemed to be an issue for the past three versions. If it continues to not be an issue, I'll remove it entirely, but for now, it's simply sealed off.
-Adjusted the medium packs near the dirt ramp to be farther from the other packs
-Possibly other things I missed

Screenshots:
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Attachments

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Changes

-Made an actual ramp up to the upper outside door to mid, instead of just having climbable rocks
-Added a small health kit to the first floor of the ramp room
-Added a small set of windows on the main wall of the mid building to give players inside the building a new attack angle while also giving snipers and spammers on the roofs of the team-sided buildings more of a purpose for being up there
-To prevent a nasty sightline, a cover wall has been added across from each pair of those new windows, and the balcony has been widened slightly to compensate
-Added some spool props just below the windows of the ramp room
-Added minecart tracks on Red's side near spawn, along with parked minecarts and some other details
-Since the minecarts are in the gameplay space, a set of pipes adjusted to take up roughly the same space was added on Blu's side. There's a box of blockbullets of the same dimensions on both sides to prevent asymmetry with the clipping
-Fixed an instance where players could get stuck in a rock pile outside of spawn
-Adjusted cover walls near the point to make it a little less cramped than before
-Added some small extra blockades at the rocks between mid and the team buildings to block some bizarre sightlines
-Added a tiny little ledge to the team buildings to make a new skill jump possible
-Possibly some other stuff I forgot
-Added burgers

Screenshots:
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Changes:
-Changed up the side ramp rooms at mid
-Added an extra doorway on a new cliff just above the medium packs outside
-Opened the closed window
-Added a small health to the top
-Changed the colors of the metal to be team-colored
-Added a small ammo to the 3-window room at the team-sided buildings
-Adjusted the height of a lipped building to make it more obvious that its roof is inaccessible
-Changed one-way doors to be more obvious and updated spawn doors to match their textures
-Fixed some minor stuff

Screenshots:
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