Power

Power x16

This update should make A easier to cap and refine the B snow pile area a bunch. The A building is currently a little wonky/swiss cheese-y feeling but I wanted to test these changes before a potential revamp.

A
-filled in the deathpit in front of the point
-widened the suspended wire path with a grate
-opened up elevated entrance onto the point
-added an elevated one way ledge over the point for blu
-blocked a nasty sightline from blu spawn area

B
-added a rock roof to the wire paths
-moved second main entrance into final area to closer to snow pile
-removed catwalk window entrance
-added large grate walls
-added side path flank to reds holding area
-added tight area under generator
-lowered area immediately behind point
-reworked red holding areas behind point
-reworked red spawn to remove shutter door gameplay nonsense

Pic of B stuff
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This version should be pretty interesting as I am trying out a few wacky but hopefully fun ideas. I removed the nasty sniper sightline at A that covered almost all of blus entrances into the point area and B's outside area has a new direction/design I want to try out.

A
-blocked sniper sightline while standing on the power line entrance
-opened up playspace around the three antenna building
-gave red access to top of three antenna building
-gave blu a little height advantage help at spawn
-added grate path-width extenders to the power lines
-shifted choke into B so blu doesnt have to do a weird 270 turn anymore
-added new flank far entrance into B
-expanded back area near reds shortcut to A

B
-added giant snowpile
-added new elevated power line path
-added very tight and high up one way door entrance into B
-routed lower flank entrance through snow pile near main entrance
-added second power line route to help blu get onto snow pile
-expanded blus main entrance into B via a small side door and some ramps on the generator

Pics of new stuff

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Im pretty happy with the current A so I want to do some more testing before I decide on any changes. I also have a few experiments I want to try with B but before doing so I want to test the addition of a single flank and no other changes.

A
-nothing

B
-added lower generator flank

Pics
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This update should fix a ton of the issues with A and hopefully remove the blu steamrolls of B. B needs some revamp changes but im not sure which direction I want to take yet so I decided to do some less major changes first.

A
-added a suspended cable path above the first blue spawn area
-added grated back plates near building exits to stop peeking red players from getting immediately deleted via airblast
-opened up side cave path
-removed front part of lower path
-added a suspended cable path to the dangerous route onto the point
-removed highest red entrance into A
-reworked back part of A building
-added new red shortcut exit option

B
-removed front entrance into B building
-raised height of far entrance into B
-doubled vertical size of main entrance
-expanded rock paths to far entrance
-added another dangerous cable path for blu to reach far entrance
-widened cable path to suspended shack
-reworked the snow bank just outside of main entrance

Pics of new stuff:

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The first version of this map had only one test but there were some obvious standout problems I wanted to address in addition to the forward spawn fix.

A
-added new lower path under the point
-widened A building
-added two smaller connectors from power line to lower
-converted the blus crouch jump roof access to a ramp
-added two electrical cover bits to the roof area
-widened catwalk entrance to the upper area

B
-widened the power line path 64 units via a grate
-clipped areas above doorways
-removed collisions on window frame props
-added a back wall to the far lower entrance

Pics:

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