sd_nowhere _a10d
Specialer Delivery
*screenshots current as of A10a
*except the cover images, which are cherry-picked from several different versions of the map
This is my take on SD - teams don't have very direct routes to the australium from spawn, so instead of fighting over the australium and trying to take it to the rocket (as I designed sd_snail), they fight over mid in hopes of holding it long enough to bring the australium to themselves and capture.
Since this map is over nine months old, it was very surprising to go back and work on it. I found it much harder than working on my more recent maps, because it was made at the time when I was first discovering the potential of angled geometry and displacements, and so I used them wherever I could, but not in the right ways, with very messy results.
Well, over the course of development I tore out and replaced a lot of stuff.
Everything, actually.
*except the cover images, which are cherry-picked from several different versions of the map
This is my take on SD - teams don't have very direct routes to the australium from spawn, so instead of fighting over the australium and trying to take it to the rocket (as I designed sd_snail), they fight over mid in hopes of holding it long enough to bring the australium to themselves and capture.
Since this map is over nine months old, it was very surprising to go back and work on it. I found it much harder than working on my more recent maps, because it was made at the time when I was first discovering the potential of angled geometry and displacements, and so I used them wherever I could, but not in the right ways, with very messy results.
Well, over the course of development I tore out and replaced a lot of stuff.
Everything, actually.