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Snowdrop Stage 1 a6

  • Reworked most of the map
    • The starting area is much more open
    • A was remade from the ground up and is now entirely in a building which hopefully will allow for better holds and more flexible offenses
    • At the last point, its hopefully much more obvious how to get to the battlements, and I think it'll be better to hold up there. The area for blue to attack from is a bit more complicated to hopefully make it more interesting, among other changes to hopefully just... well make it better
  • Finally fix the texture on the gear models so that it fits the new UV map
  • just overall hopefully the map is better
  • Removed the upper flank route outside blue spawn
  • Also replaced the house around there with a more open area that doesn't connect to the A building
  • Heavily reworked the 180 between A and B
    • Made the flank around the right from A more open and added a low ground which wraps around to a new balcony where the old flank route to B was. (I hope this description makes sense)
    • Added a new balcony on the inner side of the 180 for blue to hopefully hold from
    • Replaced the flank route building around the left side with a much more open one that hopefully is much quicker to rotate to and from, and is harder for red to hold
  • Moved pathway to the battlements at last to where the flank route from the 180 connected
  • Moved the red spawn to be more in the "mountain" on the far end of last (it'll look more like a mountain later i promise)
  • Lowered default red spawn time to 7 seconds from 9. Capping A will increase it back to 9, but will also instantly respawn red so that they can set up
Redid the map from the ground up, you might find some similarities but it is a different (and hopefully better) map
-Fix B not being set up correctly
-Replaced all instances of crappy chicken wire texture with a fence prop (for visibility reasons)
-Replaced the balcony for Red outside of A with a flank route for blu
-Basically redid the left flank route for blu outside A, so that snipers can't hold that and the long sightline at once.
-Lengthened the balcony on the blu flank route a tiny bit
-Made the bridge area at blu spawn a bit better by adding a staircase up to it from the left side, giving the landing to the balcony area a new wall, and making it directly connect to the left flank route
-Removed the sniper's nest outside A, propjumping up to it sucked and overall it was bad anyway.
-Reworked the 180 past A into a new B point, to prevent a potential sightline from there to blu spawn until after they take that area.
-Replaced almost all the wall textures so that they stand out from the floor (for visibility reasons)
-Removed cordon and replaced it with an actual skybox
-Removed nearly all the small waist high chicken wire fences, the only ones that still exist are props now and only prevent falling off cliffs
-Removed the flank route to last, since it was more helpful for red to cut them off than for blu to flank. Right now there isn't a flank for blu to push into last, that will likely change, but I'd like to test last in it's current state first.
-Shorten the wall of the upper area at last because it was probably a bit too hard for blu to destroy sentries up there
-Added cubemaps, for funsies.
-Added a balcony over the side door for blue to get to last
-Shortened the long track from 1st to the last area
-Also added a little room for the 180 past the first point
-Added areaportals
-Added a hint to prevent some pretty egregious instances of rendering the areas on either side of the 1st point building (from the opposite side)

Most of these changes were prompted by worry of overdraw caused by areaportals being a steaming hot pile of garbage, and also hopes to improve the gameplay (even though a1 didn't get tested)