Multi Stage Rush b9

2 Stage Payload Race

  1. Fixed it

    MegapiemanPHD
    STAGE 1
    -minor detailing
    -minor optimization
    -added observer points

    STAGE 2
    -fixed crashing
    -minor detailing
    -added observer points
    -fixed being able to survive the final blast using the dead ringer
    DrSquishy thanked this.
  2. No Spawn Camping Please, Thank You

    MegapiemanPHD
    STAGE 1
    -changed routes left of spawn to make them useful for getting past attackers pushing the cart to the final point for that stage
    -minor detailing
    -minor optimization

    STAGE 2
    -nothing

    Images

    1. 20190714130522_1.jpg
    2. 20190714130530_1.jpg
    3. 20190714130537_1.jpg
    4. 20190714130550_1.jpg
    5. 20190714130618_1.jpg
  3. 7th gen is best gen

    MegapiemanPHD
    STAGE 1
    -considered reversing the track but decided against it after putting in a lot of thought and finally came to the conclusion that it wouldn't work well and would make half the track a cakewalk
    -changed left side (side with tunnel) of the area between spawn and mid to try and improve player flow to fix players not being able to get past attackers when defending at the end of the track
    -removed the first rollback zone since whichever team didn't get up that first, stalled there
    -changed...
  4. fixin the broken stuff

    MegapiemanPHD
    OVERALL
    -basic detailing with some lighting changes here n there

    STAGE 1
    -added block bullet to concrete barriers by last so bullets can't go between them
    -fixed visible nodraw texture
    -fixed more clipping
    -fixed red winning when blu is supposed to?

    STAGE 2
    -fixed doors from looking stupid
    -fixed visible nodraw texture
  5. Another way

    MegapiemanPHD
    STAGE 1
    -fixed clipping
    -fixed displacements
    -added 3rd exit to spawn
    -changed the stairs by the room with closed shutters at mid to make it less complex and hopefully used more often

    STAGE 2
    -nothing
    -nada
    -nill
    -zip
    -zero

    Images

    1. 20190629162259_1.jpg
    2. 20190629162310_1.jpg
  6. b4 things get too crazy

    MegapiemanPHD
    -fixed clipping
    -fixed cubemaps
    -fixed weapons like the wrap assassin's ball breaking inside buildings for no reason (thanks Freyja)
    -fixed sign on stage 2 missing colission
    -fixed stuck spots
  7. Basically waiting for a bomb to explode

    MegapiemanPHD
    OVERALL
    -fully separated stage 1 & 2 from each other to make them easier to edit and possibly improve optimization

    STAGE 1
    -gave mid more cover
    -remade spawn and removed the under path to mid from spawn
    -moved payload start to in front of spawn so players CAN'T NOT SEE IT!
    -moved final point in front of spawn so PLAYERS CAN'T NOT KNOW WHERE TO GO!
    -some detail changes n stuff

    STAGE 2
    -added stairs from mid building to final ramp to give teams another way to get to their final objective...
  8. Takes a kicking and keeps on licking

    MegapiemanPHD
    -Detailing Stage 1
    -Detailing Stage 2
    -made some areas in Stage 1 larger
    -added shortcut in Stage 1 to mid
    -removed 1way door from Stage 1
    -changed area by 1way door to not need it
    -shortened overall cart path a tad
    -Detailing
    -Lighting changes
    -More Detailing
    -Easter Eggs
    -Did I mention detailing?
  9. FIX THE SIGHTLINE!

    MegapiemanPHD
    STAGE 1
    -expanded spawn room
    -moved spawn locations to try and push players more towards the cart
    -moved slide to be a spawn exit
    -detailing
    -added nobuild to bridges in middle

    STAGE 2
    -Blocked a nasty sightline
    -changed spawn layout to try and push players more towards the cart
    -detailing
  10. My mapping will keep me warm

    MegapiemanPHD
    -gave the map a very basic barnblitz facelift

    STAGE 1
    -made distance between spawn and that building with final in it shorter
    -added a slide :D
    -remade the left side of the final building to give defenders a height advantage to defend from
    -put a 1 way door in that same area
    -changed payload start area and tunnel to fit the new sizes
    -gave defenders a bit more highground at final
    -slide path leads to a route to the mid bridges to give teams another way around to their cart once it gets to...