Province A11

"There must be more to this provincial map!"

  1. The feel-good update

    KubeKing
    • Tweaked respawn times.
    • Tweaked pickup locations/sizes.
    • Made the sizes of certain wooden support beams smaller.
    • Added a small platform outside of Blu's first spawn (in order to convince Red to hold forward a bit more).
    • Made a ramp on A -> B bigger, and changed the locations of signs around the ramp to encourage the use of a quicker route.
    • Added another arrow pointing right outside of Blu's first spawn.
    • Added a one-way window and a dynamic arrow for Red's first...
  2. Less balance, more nightmares!

    KubeKing
    You won't sleep well tonight, kiddo.

    • Removed a barrier prop before A.
    • Extended a sentry spot into an adjacent building.
    • Changed the location of a sign pointing towards A (for clarity).
    • Removed a barrier prop in B -> C, in order to make jumping on top of a rock easier to do.
    • Added a building section to take up more space around C, and tweaked some adjacent geometry.
    • Added an extra window to the 'plastic' entrance to D building.
    • Raised a Red base exit door, and...
  3. Let's keep those changes flowin'

    KubeKing
    • Moved small health pack at the beginning of the map
    • Added a shed around A to help defenders
    • Moved pickups around A
    • Added a wooden platform to make travelling to B quicker for Blu and to assist Red players in not getting stuck in precarious situations
    • Widened staircase area inside of overhang building.
    • Added signage to help Red players navigate from their first spawn to A.
    • Tweaked respawn times to help Red players defend C.
    • Added a wooden platform to help Red...
    Xayir and basilhs333 thanked this.
  4. Let's ignore the second half of the map and work on the first

    KubeKing
    • Added a balcony/staircase by a doorway near A.
    • Added a staircase to the drop-down next to A.
    • Revamped the interior of the overhang building, in the hopes of making it easier for Red to push forward.
    • Added an alternate route to B.
    • Changed the locations of doorways out from Red's first spawnroom/Blu's last spawnroom.
    • Added pickups on the balcony near D.
  5. The A -> B Update

    KubeKing
    I wasn't happy with A -> B, so I changed 1/2 of it. Enjoy the gentle slope (and second watery playspace).

    Other changes:
    • The water at last now uses @Tumbolisu's awesome custom water texture. It's really great and very useful!
    • The to-sand spawn door of Blu base is now lower (and doesn't have an extended platform).
    • The cart track to A got another wooded barrier, and the rollback zone before A is...
  6. Cubemaps work now (and plenty of other changes)

    KubeKing
    Too many changes to list here.

    Long story short, I worked on balancing every single location of the map. And cubemaps work now.

    The biggest change would be the movement of Red's first spawnroom/Blu's last spawnroom to be closer to B.

    Known issues:
    • One window texture is misaligned. Oops.
    • You may or may not get stuck on a door for Blu's first spawnroom.
  7. The "let's move past B" update

    KubeKing
    This is my first post-Jam update of province.

    The map filename has lost its "_72", now being "pl_province_a5".

    Changes include:
    • Extending the building of Blu's first spawnroom in order to give Blu team a better look at the path ahead (thanks for the suggestion @Another Bad Pun!)
    • Adding a rollback zone immediately before A to help Red.
    • Smoothed out some sand displacements around A.
    • Changing the geometry around A -> B's big turn to assist navigation for...
  8. The "let's move past B" update

    KubeKing
    This is my first post-Jam update of province.

    The map filename has lost its "_72", now being "pl_province_a5".

    Changes include:
    • Extending the building of Blu's first spawnroom in order to give Blu team a better look at the path ahead (thanks for the suggestion @Another Bad Pun!)
    • Adding a rollback zone immediately before A to help Red.
    • Smoothed out some sand displacements around A.
    • Changing the geometry around A -> B's big turn to assist navigation for...
  9. Lighting and texture fixes

    KubeKing
    Lighting and texture fixes. Also, soundscapes!
  10. A4 and Capture

    KubeKing
    -Changed angle of doorway before A to guide players in the right direction.
    -Removed rollforward zone from before B.
    -Added extra staircase to balcony area overlooking C.
    -Removed circle of yellow tape in order to make pool of (traversable) water appear more 'friendly.' It won't bite!
    -Changed location of Red's final spawn room (to be further away from the cap).