Rustbucket

Rustbucket A15

C didn't play well last test, and it was bad since its release anyway, so C was rebuilt; The Cliffside is next if it continues having issues; I still want to keep it similar to the older versions but it may be impossible to keep having good gameplay and the current cliffside. Rant aside,
Changelog:
General:
Made a forward red spawn inside the final red spawn; RED spawns further up to slightly reduce walking times; may be split into its own building if B still rolls
C Rebuild:
New RED Spawn
Larger buffer area between RED Spawn and C
New Building connecting B and C
Reversions (from A14B)
A door reverted from two way to one way

Hopefully it plays better

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Alpha 14B
Changelog:
Reduced RED respawn times after A and B are capped by one second
RED now gets forced respawned after A and B are capped
Fixed a setup door so it no longer allows projectiles in from the sides
Decreased an ammopack at A from a full to a small
Turned the one-way door at A to a two-way door
Slightly widened the path closest to the cliffside at A
Decreased a healthpack at C from a medium to a small
Decreased an ammopack at C from a full to a medium
Added a small ammopack at C

If all goes well; Detailing and Optimization will follow soon and maybe displacements may return.
Changelog:
All displacements removed
A Cliffside rebuilt
Moved BLU forward spawn slightly
New Areas
Cavern 2.0:
-Connected to the rest of the cliffside
-Connects to former BLU forward spawn
BLU Spawn (first)
-New 3rd exit on the top of a tower
Cliffside
-shorter distance between BLU spawn and A
-Lobby area
-High ground inside the cliff
This will probably not play well, but that's why we iterate
Naming convention got thrown right out the window
Changelog:
Removed A Cavern, it split A into two arenas and was unfun to play in
Opened up A Wall to re-add a route into A and reduce cover
Added a barrier on A Overlook (The overland section that leads into AB Connector) To prevent snipers from locking down Blu's route into A
Added a one-way door at the building connecting AB Connector to A to prevent major flanking through it
Hopefully this works, and have fun
Changed Cavern to allow quicker rotation to Cliffside
Added lights
Changed Red Spawn time after B is capped to be slightly longer, may rebuild C later
Some minor displacement fixes
Removed a redundant route at A
I made BLU move the forward spawn to A after A is capped.
Other Changes:
Decreased RED respawn time for defending B
Less ammo around B
More displacements
I think the major changes won't come for a while, but we'll see!
(I predict after this update 500 bugs will be found in the playtest)
Have fun! (and hopefully we can get into beta?)
Removed a redundant route
allowed people to jump over A barricade
Changelog:
Simplified C
-Removed the Catwalk above one of BLU's entry routes
Changed BC Connector
-Added Lobby
Changed AB Connector
-Decreased the Size
Simplified A
Removed an unused route

I'll probably have to remake the map from the beginning to fix displacement issues and other unforseen consequences of editing a decompiled version instead of the original. (The original got deleted from a hard drive failure)
Changelog:
Changed B to C connectors
Changed areas somewhat
Changelog:
Changed the blocker at A
Expanded the lower level entrance at A
Changed Cavern Entrances
Added A new side route into A
Added another route into AB Connector
(A lot of changes at A, little anywhere else)