Snowbase b11 s2

Two Stage 2CP A/D set in a spytech base on a mountain island.

  1. b11 s2

    Idolon
    STAGE 2 ONLY VERSION

    STAGE 1 (not compiled):
    -changed forward spawn door to use no entry skin before A is capped

    STAGE 2:
    -added new route to high ground from lobby to pyramid room so blue can more recognize that the high ground exists
    -removed boiler from B flank
    -widened blue-side doors into B flank
    -addded small ammo to cliff route near blue spawn
    -added pallet in front of a door to better indicate it cannot open
    -changed texture of underside of pyramid room bridge for better visibility...
  2. b10b

    Idolon
    I published b10a and forgot to actually read feedback for bugfixes, so b10b is a follow up patch for some other little things. I also spent ages trying to optimize the water and got nowhere.
    -fix cringe peek at 2A helipad
    -fix stuck spot in stage 1 blue spawn
  3. b10a

    Idolon
    -fix grate textures to block splash damage
    -add signs to stage 2 A
    toopliss, gb8 and FloofCollie thanked this.
  4. b10

    Idolon
    b10 (includes both stages!)

    (changes since b4)
    -major changes to layout of stage 1 B
    -detail and optimization pass
    -redo of several "propper" models necessary to get full map under engine limits, improved lighting and collisions as a result
    Gravidea and Suna thanked this.
  5. b9 s1

    Idolon
    b9 s1

    OVERALL:
    -clipping and optimization pass

    B:
    -changed big rock to big silo to simplify geometry / collisions and improve aesthetics
    -added grate to main bridge to give red an additional "early warning" opportunity against blue flankers
    -increased door height at far flank
    -decreased red respawn time from 10s to 8s
    -optimization pass includes adjustments to geometry for better visleaf structure
  6. b8 s1

    Idolon
    b8 s1

    STAGE 1 ONLY VERSION

    OVERALL:
    -minor detailing adds

    A:
    -no changes

    B:
    -added grate to lower sewer route to help prevent blue team from getting to red spawn too easily / quickly
    -to compensate for red losing a route to the area behind B, added new route from spawn to behind B (opened previously out of bounds area)
  7. b7 s1

    Idolon
    b7 s1

    STAGE 1 ONLY VERSION

    OVERALL:
    -raised max round time from 6 mins to 7 mins

    A:
    -optimization pass
    -adjusted rock to block sightline
    -moved a bush

    B:
    -adjusted rocks under bridge to block sightline
    -changed red respawn wave time from 9s to 10s
  8. b6 s1

    Idolon
    b6 s1

    STAGE 1 ONLY VERSION

    A:
    -no changes

    B:
    -added rock to provide more cover for blue's main push & help manage sightlines
    -added platform to back route to make it more useful for blue to clear out the low ground
    -changed small health on flank route to medium
    -widened door on flank passage and removed upper platform in room to make blue pushes easier and hopefully more obviously valuable
    -changed sewer dropdown to stairs
  9. b5 s1

    Idolon
    b5 s1

    STAGE 1 ONLY VERSION

    A:
    -adjusted rocks at point
    -reduced medium health near blue forward spawn to small
    -reduced medium health in garage to small, moved to ramp under point
    -moved pickup pair near beach drain to side of large docks

    B:
    -reworked area behind point to encourage more dynamic and interesting play, making the area more valuable for both teams:
    --replaced prop jump with gradual ramp
    --added upper balcony route
    --added spiral staircase room to red side of back area,...
  10. b5 s2

    Idolon
    b5 s2

    STAGE 2 ONLY VERSION

    -shrunk structural "ribs" on balconies at B and added clipping to smooth the gameplay area out