pl_undermine

pl_undermine a3c

  • Removed and rearranged health packs
  • Added some signs and directions
  • changed respawn times
  • changed some of the grates yall hate, let me know
  • Does anyone read these
  • changed some of the signs moving on different queues
  • removed a few props due to the prop spam complaints
  • Removed door from RedShed (C point building)
  • Added some other stuff
Cleaning some stuff up
pl_undermine changes
  • Remove/downgrade defender-side heathpacks
  • Add doorway to upper last spawn door for red
  • Add room to attacker upper battlements for engies to dig into
  • Move packs inside from balconies
  • Remove rollbacks from entire map
  • Fixed Track watcher final point pointer
  • Fix door opening into itself
  • Change blue sniper nest on A to an enclosed space and block rocket jumping between blu and pit half. Rocket jumpers keep makeing the sapce unsafe
  • Switched many pickup weights and locations for balance
  • Adjusted door way for A Engie nest
  • Adjusted door for last side pit flank route to open it up
  • Adjusted Upper last route to make the fights more dynamic
  • Added dropdown platform for Last window jump
  • Moved C point out of building to create a more difficult last push on C
  • Added respawn cabinet to Blu last upper respawn door
  • Added some planks to redshed thirdfloor wirefloor to make the impermability of the floor more obvious
  • Added a sign to last to hinder rocket jumping between attacker balconies (you can still walk across the plank between them however)
  • Fixed exploitable place to stand that SOMEONE used to kill everyone (you know who you are)
  • Supersized pickups on C point's tunnel. Moved them closer to the wire for visibility.
- This makes the trek out there worth it, and could sustain defenders pushed back to this point a bit better
- Moved the healthpack on RedShed away from the shed.
- This make that ledge slightly less of a holding spot for attackers to keep a hold of RedShed from the outside.
  • Added displacement to C point tunnel to allow easier access.
  • Added displacement to A point allowing attackers easier access to upper level
  • Fixed a few optimizations
  • Enlarged capture area very slightly
  • Fixed blu doors so they close after C capture
Switched up Red spawn routes to make the bottom door a bit more private
Also a bit of changes to the brushes
The changes here amount to a few gameplay changes.

  • Added second late exit to red spawn
  • Added second set of Red spawn locations
  • Added a quick route to C point as Red
  • Extended track to keep Blu pushing a little longer when approaching C
  • Fixed doorway on A to prevent Demos from stopping attackers from using rooftop without risking themselves
  • Added rooftop changes on last for Red to work with
  • Added some pickup locations
  • Fixed some poorly aligned sections
  • Adds new structures to pit before final
  • Adds new exit from blu spawn
  • Adds new doors to allow pass-through when leaving blu spawn
  • New route added on attackers side
  • Reworked upper building formatting on last
  • Adds a lot of optimizations
Why can't I pick the bsp instead of the vmf every time? What is happening?
Added a displacement
Why did I do this twice