Pain b7

Edgy name, don't mind it

  1. feedbacks

    Messing Around
    B7 - mainly based on feedbacks

    Add staircases on the pyramid, now everyone can get up there
    [​IMG]

    Now you can crouch jump on these stacked bricks, add a ladder to make it more obvious
    [​IMG]

    Remove the danger zone lines, cause it looks kinda weird and also block player movement
    [​IMG]

    The reason why i just keeping putting stuff in this sneaky route because of the "wall shield",...
  2. no fun allowed

    Messing Around
    No screenshots this time, just some minor changes:

    Continue to detailing mid (eventhough it looks very ugly)
    Change the skybox for more pleasant lighting
    Reverse the flank, more open now, also add some pillars for more cover
    Reverse the captime back to 12s
    Remove water to prevent jumpers take advantage (no fall damage, rocket jump super high), also because the water surface is kinda buggy
  3. didn't we just test this map?

    Messing Around
    B5 - tech update

    No artpassing, more experimental changes

    +Cap time reversed to 24s (from 12s):
    After a mid fight, with longer cap time, your teammates can take advantage of the fast respawn time (4s) and then regroup with you on point, while the enemy team still busy respawning (8s)

    +Remove the wall cover on this flank route, and make it chokier. Easier to control
    [​IMG]
    [​IMG]

    +Make the water flanks deadlier...
  4. experimental update

    Messing Around
    B4 - experiment

    My map unexpectedly got tested by the competitive 6s players (seriously, I mean I did post the map on teamfortresstv but didn't think that they will playtest it)

    Here're the feedbacks
    They're right, the map is very chaotic, TDM like with all the different entrances, flanks, covers which allow the players to...
  5. the fps drop update

    Messing Around
    Layout changes in beta phase!? Well, not really

    Remove the third spawn route since no one uses it
    [​IMG]

    Block the old route with some details
    [​IMG]

    Art-pass the long yard (that's what i call this area)
    [​IMG]

    Because of the details, layout also changed, but just abit
    [​IMG]

    Move the small ammo pack from long yard to mid, now there're 4...
  6. the golden update

    Messing Around
    Seem like there's gold in the pyramid, no wonder why Red & Blu fight over this
    [​IMG]
    [​IMG]

    Some minor details around the map
    Added fog
    ________________________________________

    Thanks EArkham for the Egyptian pack, lot of cool stuff
  7. i'm dumb

    Messing Around
    B1 - beta bois

    I just found out that the Capturing time was 24 seconds (x1)
    This could explain why it's so hard to retake the point
    And it's been like this since A1, hot damn

    Changes:
    - Cap time reduced to normal: 12s (x1)
    - Buildable balcony surfaces
    - Remove the sign at the danger zone, make the ropes bigger and add bulletblock brushes
    - Art-passing the spawnroom

    [​IMG]
    [​IMG]
  8. lucky number

    Messing Around
    A13 - ooh the lucky number

    Seem like the map still has problem with the "hard to recap" thing, hope it will be improved in this patch

    Bring the broken part of the bridge pack up, and make it look more realistic
    [​IMG]
    [​IMG]

    Add an alternative path to the sneaky route
    [​IMG]
    [​IMG]

    Put some props at choke...
  9. bridge ramp

    Messing Around
    A12

    I noticed that the bridge/ramp height make no sense, because it has 4 bricks (128hu) height, while the ledge it connected to only 2 bricks (64hu). So I have to lower it down, but since this bridge has a very strategic position in the map, so I have to be careful with it
    [​IMG]

    Detailing these column, turn them into pillars, also rise the roof up a bit
    [​IMG]

    Remove the wooden signs in the sneaky water path
    Add a...
  10. hot fix

    Messing Around
    Somehow i forgot this one (sorry erk), lower down this platform, now player can jump on with ease
    [​IMG]

    While running around the map, i found out that the open choke also created new sightline problem, so i put sth here to block it
    [​IMG]