pl_eruption

pl_eruption B13

In this update:

---Point A---

-changed the layout of the right route, so as blu can push out easier, red cant set up there anymore ( too risky ).

-Shortened a few areas so the map doesnt feel too long.

- The hill near the water was changed, now it goes higher and encourages soldiers and demos to jump on top.

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---Point C---

-Reworked almost the whole point. The layout and the idea of the point is similar as before but with a few changes.

-Now there is a left path that BLU can take, which leads to the high ground. Similar to Barnblits point B. It also has some health and ammo inside as well as the forward BLU spawn which gets activated when C is captured.

- Now there are 2 new holding areas over to point C which are a lot more obvious than before. Snipers can use both of them as well as engineers and the rest of the classes. Both spots have risks/rewards and teams can benefit if they use them right.


The first area on the right has a small health and a medium ammo pack on the high ground, but it's really exposed from the new route added and the lower route.
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The second area Despite having a medium health and a full ammo pack inside , they are placed inside that small cave and blu team can easily access it as well if there is no defence from the first area mentioned before.

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Notes:
I honestly have no clue if it's gonna play better or not. I think it's gonna be fun though. All the changes were made with a few things in mind so who knows. If point C suffers from not enough time to set up or something, I can add a quick route over to the high ground for Red team. Similar to Upward. We will see.
I dont have much to say, I hope I fixed C with the new update. I am really happy with how B is playing as of now, and in the next update I will focus more on A and D.
My goal is to make each and every point play well, at least make it fun. After I succeed with that I will start detailing.
In this version:

----Point A----

reopened the flank route near the point.
⮞added some cover on the left side near the point
⮞added a small health and ammo pack with some extra cover near blue spawn to give red a new area for defending.

----Point B----

⮞Reworked Half the point
⮞Reopened 2 routes that were previously blocked off
⮞Adjusted the health and ammo packs

----Point C----
⮞nothing here ( but it's gonna get reworked in the next update)

----Point D----

⮞ Blocked off the upper route for Blu to get into the Last completely. Now Neither Red or Blu can use this at all.
⮞ Some other small changes were made to the main blue lobby area which has the vent route.


-------------Notes------------
Well after 3 and a half months I finally released a new version. I was experiementing those months with a few designs that were absolutely terrible, I couldn't figure it out for some reason. Now with the infamous quarantine I finally found some time to work on my maps again since I am pretty busy with my studies cause it's my last year at school.

I honestly Don't know If what I made was good or not, It just looks fun. I went with the best approach I could think of and I hope it pays off.
Anywayz I hope you guys like it and I cant wait to test the map.



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In this version:

(There was a leak so I am reuploading the same stuff twice here)

-Point B-

*Closed a few routes to re-direct the gameplay focus around the map.
*Readded the staircase going up to the waterfall flank
*Got rid of the drop down flank
*Added 2 closed doors to prevent players from going to the wrong area + to avoid engineers from going behind Red team and setting up.

---Point D---

*Got rid of the health and ammo pack at that highground room above redspawn
* changed the windows overlooking last
*Instead of a big balcony, now there are 2 windows that blue can use to attack-spam from
*blocked off the window on that room as well.

Notes:
That aint much but it's honest work. I decided to listen. Yeah I did. Happy now? hahaha oh lol. Now for serious, I may not like some of those changes, I am going to be honest, I have a specific vision for the map but if it means that the gameplay is going to suffer for it then I am going to let some of it go.
Sorry that I didnt release a bigger update, I said I am reworking Point B, Which I am, for months now.I was not in the mood to work the past few days, I have been feeling weird as of late, not sure why but I will try to get back to mapping ASAP.
About point B I started it from the beginning so many times but with little to no success unfortunately. I dont know what goes wrong, I just fall back to the existing layout. I keep getting stuck. I find it easier to come up with a new design altogether for a new map that rework the existing one. Dunno why.

Anywayz, thats for now
In this version:

-Point B-

*Closed a few routes to re-direct the gameplay focus around the map.
*Readded the staircase going up to the waterfall flank
*Got rid of the drop down flank
*Added 2 closed doors to prevent players from going to the wrong area + to avoid engineers from going behind Red team and setting up.

---Point D---

*Got rid of the health and ammo pack at that highground room above redspawn
* changed the windows overlooking last
*Instead of a big balcony, now there are 2 windows that blue can use to attack-spam from
*blocked off the window on that room as well.

Notes:
That aint much but it's honest work. I decided to listen. Yeah I did. Happy now? hahaha oh lol. Now for serious, I may not like some of those changes, I am going to be honest, I have a specific vision for the map but if it means that the gameplay is going to suffer for it then I am going to let some of it go.
Sorry that I didnt release a bigger update, I said I am reworking Point B, Which I am, for months now.I was not in the mood to work the past few days, I have been feeling weird as of late, not sure why but I will try to get back to mapping ASAP.
About point B I started it from the beginning so many times but with little to no success unfortunately. I dont know what goes wrong, I just fall back to the existing layout. I keep getting stuck. I find it easier to come up with a new design altogether for a new map that rework the existing one. Dunno why.

Anywayz, thats for now
In this version:

*Point C got a rework. Now there are more sentry spots around, more ways to counter them, more cover etc. I tried to come up with a more interesting layout this time around and fix the longstanding problems point C had.

* closed a route at point A for a test. ( I want to see if it will play better or not, just an idea)

* For point B, I closed 1 or the 2 ways to get to the waterfall area as blu
* twicked the ammo and health pack placements a bit too.

* For the last point, Now blu and red share the same height (almost).
In theory the team who wins at the finalle is the one who can attack/defend better.

Notes:
Sorry for taking so long to update the map, It's my last year at school so I got a lot of studying to do. To be honest It took me like 2 and a half months to update this map but I only worked on the map for half a month really. Yesterday I did pretty much 80% of the new design for point C and I am happy with how it turned out. I want to thank my friend Cig who gave me feedback about that point in particular and helped me fix the problems it had. And of course to all of you who support my maps and I.
My plan for moving forward is this:
I want to rework point B as well, fix all the problems it has and give it a better layout overall. Honestly I am happy with the rest of the points as of now. People seem to dislike last but I am a fan of it, I enjoy how hard it is to defend it. Now that I fixed the height differences maybe it will help the situation. I want to test the hell out of that map this christmas and see where it goes.
As far sharkbay is concerned, I am reworking the mid area .( where the point is. ) the new idea is to have the point on top of the ship, I will see what I can do.

That's for now, feel free to tell me your opinion about my maps as well as give me your feedback. See ya

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in this version:

- Closed off 1 of the 2 routes that allowed blu to get to the waterfall flank
so in theory should allow Red to defend B a little easier.

- Lowered the highground for Blu at point B at least 64-128hu.

-Reverted the old red spawn at last.

-Moved the resupply locker further back at red spawn.

- tweaked the health and ammo packs a little.

Notes:
Hey there, so here's another update for eruption. To be honest the height differences never really crossed my mind as far the last point is concerned. I gave both teams a balcony but never really thought that it would be mostly in blue's favour but I hope the recent change helps the situation.
Here's my plan for eruption as we go on.
I want to improve Last as much as possible.
I feel like point A plays pretty good , I dont have any plans really.
About B, I think i should rework half of the point and change the spawn area as well.
Last but not least I am thinking to do the same for point C. To make it more fun cause as of now not even I enjoy really playing on this point.

That's It. If you got any feedback please let me know.
In this version:

-The red spawn at last point got a rework. (hopefully now spawncamp would be less of a problem. If I see that last is still not playing that well I will try a few other things that I got in mind)

- Changed a few health and ammo packs a little.

Notes:
Sorry for the long wait. I was really busy those 2 weeks but I aim to return to my projects as soon as possible.
About last , I really liked it before. I was hard to defend sure, but i think that's something you dont see that much. I mean most payload maps have a last in which it's filled with sentries and you are scared to push. I am personally not that happy with the changes I made. A few things are better for sure like the new door exit on the right that allows Red to go to that room that has the air vent underneath. the thing is that I dont have much space to rework last and I like last a lot. The main problems I see are those: Spawncamp and being too hard to defend.
If that continues to be a problem I will revert the changes and rework a few other parts that I feel are causing the problem.
Such as, this ramp that allows blue to go to red's highground and just camp the door. I could remove that and replace it with a room that has stairs and leads up to the highground, similar to barnblits.
Anyways those are my ideas let's see where it leads.
in this version:

- Removed the ramp at point B that allowed Red team to get up on the high ground which made it very difficult for blu to cap point B.

- Added a health and ammo pack at point B.

- Fixed 2 long sightlines

- Moved the second Blu forward spawn forward back to it's original location to make it easier for Blu to attack Last.

- other Minor changes such as clipping , texture changes etc.

Notes:
I dont have much to say , The map is playing fairly good in my opinion , people are having fun and that's my goal. To work well and people to enjoy the map.
Now for those who don't like the last point.
No matter what I do one thing is for certain. Some people wont like it no matter what obviously. But that's alright. I mean I dont enjoy as much upward's last point, neither do I like swiftwater's last cause it's way too hard to push and the whole time you are trying to destroy the sentry nest covering the cart.
I tried making something unique with last , There is No a must build Sentry spot there. But there are like 3 good sentry spots but all of them have a counter. There are ways to flank the defending team if you are Blu, like going upstairs to the balcony or using the vent.
What I like about the last point of Eruption a lot is this:
If you take your eyes away from the cart you lost. You need to keep watch and do you best not to allow Blu to push.
I also tried making last point like a koth map.
Whoever can attack better or defend better wins, that's a reason why the spawns are so close by.
+ I can't change the red Spawn that much since it's touching the cave walls so I dont have to freedom to do whatever.

Anywayz, I hope I cleared some questions that people may had and I excited to see where this map will go.
In this version:

- Made some changes over to Point B

-Moved the second blu forward spawn further back again.

-changed the health and ammo pack placement more.

Notes:
I feel like everytime I update this map it plays worse or something. That was the case with the last demo. I didnt even finished watching it. All of it was stealrolls. I hope with the new changes We will have more completed and fun rounds that steamrolls. Let's hope.
Oh and btw, I have said it so many times but here I am again. Sure the map has issues and problems. But please give me some advice on HOW to fix them. Saying I dont like last , Says almost nothing to me on how to fix it.
In this version:

-added a rollback zone to Point B

- Moved the Second point a bit further back

- fixed that nodraw issue at point A

- Reverted the changes to point C.

-fixed and changed a few things based on feedback.

Notes:
I am still trying to Fix those 2 points. Maybe I should try doing that One at a time. Now I hope point B will play better. Fingers crossed.
Now for point C, the changes I made over this point I think made it play worse or something. So I reverted the changes I made and now the point looks like before. I was trying to come up with a new design for this point but I failed. I think I need to give Blu some high ground or something to help the situation but if I do that I open up some really nasty sightlines. Anywayz I will do my best to deliver a better design for point C in the next version. Apart from that I am really happy with Points A and D, They play like I wanted and I was really glad to see in the last playtest some sentry and sniper spots being used.