• Overhauled the office building at point B and made several changes to B.
  • Added some signs.
  • Fixed clipping and other bugs.
  • Reworked point B entirely.
  • Reconstructed point C to be less vertically overscaled and provide more cover.
  • Moved Red's final spawn to make it more centered and not cause fall damage when walking off the platform.
  • Rescaled some parts of point A and added some walls.
  • Added an additional exit for blu's spawn.
  • Added a gate for blu's spawn that you can see through.
  • Added a custom payload.
  • Moved the mid spawn back.
  • Added some signs.
  • Fixed some clipping.
Tiny Logic change. Changes payload speed on the ramp on objective C.
  • Overhauled D to be less wide open, make the back area more relevant, and make the front area more interesting to play on.
  • Added a cart roadblock to give the defenders time to set up on B.
  • Added some new doors to give the attackers better access to B.
  • Adjusted the terrain in A to move the focus from Blu's spawn doors to the payload.
  • Moved some ammo and health packs.
  • Fixed issues with doors closing on players.
  • Lined up textures.
  • Added some guide arrows.
Turns out you can't get very much feedback when your map has only one control point, so I added the other three.
You don't need to playtest a spawn room, so I decided to go ahead and start making blu's first spawn look pretty.

Attachments

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Mostly expanded the surface area of the map to accommodate more players. The map seemed a bit cramped before. Also modified the geometry to block some sniper sightlines.