pass_plexiglass

pass_plexiglass a14

---------a14 release---------
-Fast art pass by Danmar33 for Draft Cup! (ty king)
-All ultra pillars are now same thickness (fixing a13 oversight)

Attachments

  • 20240601145236_1.jpg
    20240601145236_1.jpg
    275 KB · Views: 7
  • 20240601145250_1.jpg
    20240601145250_1.jpg
    196.2 KB · Views: 12
  • 20240601145304_1.jpg
    20240601145304_1.jpg
    192.7 KB · Views: 13
  • 20240601145311_1.jpg
    20240601145311_1.jpg
    185.9 KB · Views: 8
------------a13 release------------
CHANGELOG:
-Fixed standing in blu goal (again)
------------a12 release------------
CHANGELOG:
-Extended ultra pillars into skybox
-Basic art pass, including replacing all dev textures and adding a handful of props to help easily differentiate sides of the map

Attachments

  • 20240522164225_1.jpg
    20240522164225_1.jpg
    296.3 KB · Views: 9
  • 20240522164304_1.jpg
    20240522164304_1.jpg
    250.6 KB · Views: 10
  • 20240522164342_1.jpg
    20240522164342_1.jpg
    270 KB · Views: 9
  • 20240522164358_1.jpg
    20240522164358_1.jpg
    209.9 KB · Views: 8
  • 20240522164414_1.jpg
    20240522164414_1.jpg
    282.9 KB · Views: 11
------------a10 release------------
CHANGELOG:
-Nerfed side wall height significantly (~500hu) to be more in line with other maps and reduce strength of simple wallshot bombs
-Ultra pillars now extend into the skybox and are chunkier to also help discourage simple wallshot bombs
-Fixed goal again
-Added water in far side pits for better mobility + some unique self bomb opportunities
-Added medium health packs and small raised ground to shelf areas
-Added more geometry to the self bomb walls for another self bomb option

-Overall this update adds significant flexibility and depth to the map while nerfing some of the more boring ways to get a dunk on the goal. Excited for this one!

Attachments

  • 20240516163519_1.jpg
    20240516163519_1.jpg
    85.1 KB · Views: 9
  • 20240516163526_1.jpg
    20240516163526_1.jpg
    101.9 KB · Views: 7
  • 20240516163540_1.jpg
    20240516163540_1.jpg
    83.4 KB · Views: 14
  • 20240516163549_1.jpg
    20240516163549_1.jpg
    115.4 KB · Views: 8
------------a9 release------------
CHANGELOG:
-Completely reworked corner areas, should flow much better with rest of the map now

-Extended shelf so it's accessible with 1 non ctap jump from mid now

-Added pillars to self bomb walls

-Tweaked position of self bomb walls

Attachments

  • 20240423122912_1.jpg
    20240423122912_1.jpg
    279.5 KB · Views: 11
  • 20240423122940_1.jpg
    20240423122940_1.jpg
    255.8 KB · Views: 14
------------a8 release------------
CHANGELOG:
-Removed lower spawners, reinstated upper spawners (all balls will now spawn upper - left or right side).

-Upper spawners are now arena2 height for more intuitive winstrat/panacea timing from top mid

-Upper spawners now have leafs (since people were pulling from them anyways)

-Diving boards further narrowed to limit ability for players to stall on them
------------a7 release------------
CHANGELOG:
-Added lower area with glass that allows players through but prevents the jack from passing through. Includes water feature so defenders can rotate back at Mach 5 to have a fighting chance to defend cherrypicking enemies.

-Added self bomb walls near divots with space opened up by above change

-Improved goal geometry

-Added more ammo on the ground towards the corners

-Added rudimentary hurtbox at the very top of the map

-Added cool wedge thingies way above the goals so the Tier 6 jumpers can flex on the rest of us

Attachments

  • 20240417193020_1.jpg
    20240417193020_1.jpg
    411.9 KB · Views: 13
  • 20240417193038_1.jpg
    20240417193038_1.jpg
    282.2 KB · Views: 14
  • 20240417193046_1.jpg
    20240417193046_1.jpg
    136.1 KB · Views: 13
  • 20240417193101_1.jpg
    20240417193101_1.jpg
    225.9 KB · Views: 15
------------a6 release---------------
CHANGELOG:

-Nerfed medic jump pad trajectory and cooldown time (from 4 to 6 seconds per pad) to prevent infinite chaining between pads and reduce offensive power somewhat. With very precise movement it is still barely possible to chain two together from a certain angle.

-Fixed inconsistent goal behavior (ty Kaden)

-Fixed slight misalignment that could lead to players bonking their head where the high side walls meet the skybok (ty Russian)
-----------a5 release--------------
CHANGELOG:

-Added medic jump pads!

-Removed upper spawners

-Lower spawners now launch a bit higher

-Further cut down geometry on mid platforms, added more surf ramps around mid to further facilitate fast rotations

Attachments

  • 20240331202640_1.jpg
    20240331202640_1.jpg
    130.1 KB · Views: 14
  • 20240331202656_1.jpg
    20240331202656_1.jpg
    88.5 KB · Views: 12
-----------a4 release--------------

CHANGELOG:

-Recessed catapults into the wall so they no longer obstruct bombs!

-Fixed symmetry issue with catapults

-Applied correct naming convention to catapults for @blake++ 's plugin

Attachments

  • 20240321174137_1.jpg
    20240321174137_1.jpg
    122.7 KB · Views: 10