pullsnake

pullsnake a15

  • Changes to B lower route
  • Redistribution of kits all over
  • Adding things for beta prep
- Spectator Cams
- 3D Sky

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Made the mistake of not re-enabling blockbullet brushes, resulting in some stairs having no collision. Fixed that and other bugs
  • Re-enabled blockbullet brushes
  • Fixed a hole in the ceiling in C
  • Corrected a missing area of Red C's spawn brush
  • Cleaned up some old visgroup brushes
  • Temporarily removed door props for cleaner alpha clipping
  • Adjusted timings
  • Changed A side building open window
  • Major changes to B Flank Route. Goes under the point instead of behind it, to encourage blue to use it more. Also minor changes to the upper flank, providing more options.
  • New high ground on C, hopefully people will fight over this well!

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  • Various Clipping improvements
  • Modified high ground around C
  • Modified windows around A
  • Slightly modified spawn and cap times
  • Added extra door to reds A shortcut
Some minor fixes while we get some more feedback!
  • Removed a leftover health kit
  • Fixed some floating props
  • Fixed some geometry that was clipping
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Fault here! I've always liked Pullsnake at its core, so I reached out to uwil a while back saying 'hey I'd love to take a shot at this!' and they eventually got back to me with a 'Sure! Give it a shot!' I've spent the last few months basically rebuilding it from scratch, while keeping the overall core design intact. It was a ton of fun taking spaces I really recognize throughout the playtests and giving them my own spin. I'm hoping you all will enjoy it as much as I enjoyed recreating it!

Since it's a total rebuild, I won't really have a 'changelist' because, well, everything changed! Here's some noteworthy things though:

  • Realigned all of B/C so they weren't 2-4HU off grid.
  • Added spawn shortcuts to simplify routing for Red going to A & B going to B. These respectively close and open as A is capped.
  • Spruced up the A low route with a new building and 'tunnel'
  • Redid the B side routing
  • Added a ton of new 'sniper perches.' I'm hoping these wont be overbearing as most are designed with splash walls and are far from strong pickups.

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-opened up the areas between A point and B point
-modified geo on C slightly
-pushed A point back
-other minor tweaks
-added missing respawn room for blue team's 2nd respawn
-extended the cliffside on b to make that route a more effective flank
2years in alpha

-changed C point in the hope to make it more defendable
-pushed back point a
-pushed forward point B while adding some more flanks
-pushed A point back further
-redesigned the entire building around B point
-pushed the C point's respawn room for blu further back and added another forward spawn for blu when capturing A
-raised the ceiling at certain areas on point C
-modified pickup placement slightly
-slightly modified A to handle the new placement of point A