pl_eruption A23a

What I thought the Valve map for jungle Inferno would look like

  1. Experiements around the points.

    basilhs333
    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...
    Alternating Current thanked this.
  2. Experiements around the points.

    basilhs333
    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...
  3. After 2,5 months in development , hopefully it would be worth the wait!

    basilhs333
    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,...
    RevolutionTeam thanked this.
  4. More changes to Last.

    basilhs333
    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...
  5. Point D , Red spawn Rework.

    basilhs333
    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...
  6. update 18 the sequel

    basilhs333
    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...
  7. Point B improvements. (hopefully)

    basilhs333
    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...
    RevolutionTeam thanked this.
  8. i am running out of update titles..

    basilhs333
    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...
  9. Many changes and fixes

    basilhs333
    in this version:

    - I finally remade the displacements at point A , now you guys that have been asking me to fix those , you can finally rest and watch the sun rise on a greatful universe.

    - The (upward like) Blu forward spawn when point A gets captured , was removed.

    - I done some changes to help Red defend point B a little easier.

    - I relocated the second Blu forward spawn back to it's original place ( at point C because Blu team had a hard time attacking last )

    - Clipped the map a...
  10. Changes over to points B and C.

    basilhs333
    In this version:

    Point B
    - tried making point B more defendable by giving it more cover for Red and making the main structure that Red use stronger.

    - Reduced the health and ammo for Blu ( only at one of the routes they use - to get to the waterfall ) and changed a medium ammo pack to a full one.

    - A new good sentry spot was added to the same structure which could help engineers set up a lot faster and more safely.

    Point C.

    -Reworked the Right flank so as to make Red stronger while...