Sandblast

Sandblast a4a

This version has practically been sitting finished for almost a year at this point I was just never bothered to compile and release it (that and the optimization was, and probably still is, awful).
This will most likely be the final version of this map, I've spent far to much time on it considering how flawed it was even at the start, not to mention the somewhat lazy last point I made in an attempt to finally get a1 out the door.
This has been my largest project by far and while it's sad to see how things turned out I'm definitely ready to move on. I do want to tackle Payload again since I really enjoy asymmetrical map design and I think I might have some interesting ideas.

Attachments

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I will refrain from making any drastic geometry changes until further testing and if it is proven necessary.

Forgot to post this in the a3e changelog so I thought I'd make this addition here.
- CHANGES -

- GAMEPLAY -

- Added cover to Blu's flank on first point.
- Added a ramp as to not force a crouch jump near the cart track on first point.
- Changed one of Blu's spawn gates to open at the same speed as the other gates at their first spawn.
- Added ramps that allows easy access to the highground on first point.
- Added cover to allow access to a flank on second point without crossing any sightlines.
- Removed one/two-way door at Red's first spawn.
- Removed one-way door in the hut on second point.
- Moved Health and Ammo to be inside the hut on second point.
- Widened the window on second point.
- Added stairs to previous dropdown on second point flank.
- Added an additional entrance to Blu's right side flank.
- Blu's far left flank now unlocks after the first point is capped, rather than being open at all times.
- Switched location of the door that closes when second point is capped to accommodate for the new way to access Blu's far left flank on second point.
- Removed Red's oppressive flank, it now serves its purpose as a third exit for Red on second point, which locks when second point is capped.
- Hightened displacement ramp near third point to remove odd sighlines.
- Allowed access to highground on Blu's right side near third point through a small crate jump.
- Removed dropdown and added stairs to on Red's right side near third point to allow Red to more easily contest highground.
- Added another exit on middle highground
- Added small Health on Red's side near third point.
- Rearanged buildings and added cover near third point to remove a very rough sightline from Red's second spawn.
- Flipped the side which the hole in the roof near last point is and increased its size.
- Increased the side of the small walkway overseeing last point to allow easier building.
- Added Ammo near the walkway overseeing last point to allow easier maintaining of buildings.
- Removed Health on Red's right side near last point.
- Added Health on Red's left side near last point.
- Added Health near the walkway overseeing last point.
- Added displacement cliffs near last point to give Red slightly less room on highground (that and they look pretty).
- Added staircase to Blu's far left flank route on last point to allow all classes access to its dropdown.
- Changed medium Ammo to full Ammo on Blu's far left flank on last point.
- Changed small Health to full Health on Blu's far left flank on last point.
- Adjusted displacement on Blu's far left flank on last point to allow easier access back up for explosive/flare jumping.
- Added medium Health below the dropdown on Blu's far left flank on last point.
- Added a death pit to the area surrounding Blue's far left flank on last point because it's funny.
- Added additonal cover on Red side near last point.
- General clipping improvements.

- MISCELLANEOUS -

- Added signs to help players navigate easier.
- Fixed an issue where you and your playermodel would go outside of the map when falling into the bomb pit after it had exploded.
- Added sufficient resting locations.
fixed visable nodraw