Small bugfix update

  • Fixed Red players getting into Blu's first spawn (oof cant believe i just missed one of the visualizers)
  • Adjusted one of Blu's spawn exits to be avoid a nasty sightline (though lofi did manage a beatiful machina shot through it)
  • Added health and ammo to one of the staircase rooms at D
Changelog:

  • C
    • Added another route to the top level, coming from the cart path/choke
    • Added more signage to the basement, to encourage players to use it to travel to the top level (this route has been integral, but hard to find and few people ever knew it existed)
    • Made Blu's route to the top flank less convoluted
      • It now originates in Blu's lobby for C, rather than at B
  • D
    • Made it more difficult for Red to reach the Safe Structure
    • Extended some highish ground on the Blu side
      • This should make Blu's side of the area less invadable by Red, as well as giving Blu more chances to push forward
  • General
    • Shortened setup time
    • Fixed a door clipping at Red spawn
    • Adjusted spawn times for balance, as well as coordinating pushes.
Small update

Changelog:

  • A
    • Added signage to the door that opens when A is capped to indicate that it is locked
    • Added a blockbullet to the fence
  • B
    • Added more health and ammo for Blu attackers
    • Cleared up signage for Red
  • D
    • Made the last hill less difficult for Blu by making it slightly shorter
    • Increased Red's respawn timer
    • Moved health and ammo in the Safe Structure from the Red side to the Blu side
  • General
    • Increased round timers for each point by ~30sec each
    • Fixed some broken/missing clips
Changelog:

  • A
    • Reverted A to it's older design (thanks r0nii)
    • Added a locked door to the building at the end of the cave to prevent Blu players from getting behind Red
      • This door opens once A is capped
  • B
    • Simplified Blu's left flank
    • Moved the point farther back to ensure B only caps when Blu has decidedly defeated Red's defenses
    • Made Red's high ground taller
  • C
    • Reduced height of Blu's upper flank
    • Added a route for Red to reach the upper flank
    • Locked some doors between C and D to prevent Blu from getting behind Red
      • These doors will open once C is capped
  • D
    • Added some cover for Blu to prevent Red snipers from seeing into the tunnel
    • Gave Blu more health and ammo
  • General
    • Shortened all round timers
Much bigger update this time, since there was a lot of rebuilding.

Changelog:
  • A
    • Rebuilt A to widen it in all directions
    • Added another staircase from the tracks to the balcony
    • Moved the point further forward, so ensure Blu can only cap once Red has been truly pushed out of the area
    • Added some much needed theming, specifically making the area a train station, including reworking the left flank into a train warehouse
    • Rebuilt Blu spawn to be more intuitive and to not encroach on space needed for D
  • B
    • Rebuilt B to give Blu a reasonable way to assault Red without stomping the entire server
    • Widened choke significantly
    • Removed path to the right flank from the Red side, but made it less effective for Blu
    • Reworked the left flank, so that any Red players attempting to use it get behind Blu will now be directed into the choke instead
  • C
    • No major updates
  • D
    • Widened entire area, specifically the C-D connecting area to give Blu more methods of entry into D, specifically to prevent Red from using the underpass as an earlier choke than intended
    • Gave Blu a better forward spawn so they can better pressure Red
Changelog:

  • A
    • Fixed a stuck spot in a rock (thanks PigPig)
    • Fixed stickies bouncing off of a fence (thanks r0nii for discovering and recording it, and thanks Tiftid for your unfortunate sacrifice)
  • C
    • Rebuilt the flank routes with the goal of reducing travel times for Blu, as well as making them more worthwhile. The aim is that they finally have a space to overtake Red's overpowered high ground
  • D
    • Made the upper balcony much more defendable
    • Blu now has a much longer walk to the balcony that puts them in Red's line of fire
    • Red has an extra door from respawn to the balcony
    • Increased health and ammo on the Red side of the balcony
    • Adjusted spawn times in Red's favour
  • General
    • Updated floor textures from dev's to a ground texture. Not strictly game-changing but it livens the map up a lot. No more dull grey endless expanses to walk upon
Changelog:

  • Minor tweaks to point B. Strong chance I will have to rebuild the point in the future, but for now I've just tried to make the current build better balanced.
    • Added health to the lower area of A, to help Blue as they push towards B
    • Removed cover from the right flank since it didnt help Blue much, and instead hindered their access to the cart
    • Made right flank slightly less friendly for Red by making it tighter to walk up
    • Readded stairs between choke and left flank to make it easier for Blue to reach
    • Added a small health kit to the left flank
    • Removed the rollback before the point itself
    • Made Red's respawn timer slightly longer
    • Made Red's spawn exit for A/B two-way

  • Rest of the map
    • Rotated 180 degrees so the light_environment hits more important walls
    • Raised cover in the trench so that it's still in the shadows
    • Made Red's spawn room cover the hallway as well as the main room
    • Added more signs
    • Slight health tweak at D
Changelog:
  • Added a forward spawn for blue after capping B (finally)
    • This almost makes the existing forward spawn redundant, I will need to see how this works in practice
  • Made the right flank at B taller and gave it more cover
  • Made the left flank for B stronger for Blue, but harder to reach by either side
  • Closed off a staircase that never saw any use (might bring this back later)
  • Made the trench at C deeper and wider
  • Moved the upper flank at C farther from the action so to make it safer for Blue, as well as adding more cover
  • General quality of life fixes (more light, fewer shadows, etc)
And most importantly,
  • Completely rebuilt D
    • Takes inspiration from the previous version, but with very different implementation to make each route more fair and useful
    • Made the flanks stronger for Blue and harder for Red to use back on them
    • Rebuilt all Red spawns for Badwater-inspired spawn logic
Pretty big update, since a3 got a lot of good feedback.

Point A:
  • Widened area outside Blu spawn
  • Added a fence that prevents Blu from walking to A too quickly, but the fence lowers after A has been capped
  • Increased the size of, and added more cover to Red's high group at A to make it more defendable
Point B:
  • Removed the roadblock
  • Lengthened and widened the path between A and B
  • Widened Blu's holding area before B, and added another building for more cover
  • Turned one of the boxjumps into a ramp
  • Reduced the amount of metal
Point C:
  • Added another stairwell connecting the high and low flanks, so that Blu players are no longer forced to commit to the path they choose
  • Added health and ammo to one of the stairwells, as well as filled the dead space in the room
  • Turned a ramp into a boxjump so that Red can't reach the high flank as easily
  • Reduced the amount of metal
Point D:
  • Made the left route more viable for Blu by giving it a height advantage, and making it harder for Red to reach
  • Medium health kit on left route moved to the Blu side
  • Embiggened the high ground for Red
  • Gave Red more cover on their high ground
General Changes:
  • Initial timer reduced (4:30 -> 4:00)
  • A adds less time (4:00 -> 3:00)
  • B adds less time (5:00 -> 4:00)
  • C adds less time (6:00 -> 4:30)
    • Might reduce this further in the future, probably to 4:00
  • Updated/refined a lot of cover
  • Lowered the skybox to something sensible
  • Added some more signs
  • Added a c a c t u s
bluspawn.jpg
A.jpg AB.jpg B.jpg C.jpg D.jpg rocket.jpg cactus.jpg cliff.jpg
Changes:
  • Fixed visual bug in the ceiling of blu's first spawn
  • Widened the playspace for A
    • Probably gonna do the same for C and D later
  • The roadblock can now be jumped over
    • I didn't originally want it to, but every playtester assumed it was jumpable so I've conceded
  • Removed one, but not both, of the rollbacks at C
  • Capturing C awards blu more time (4:30 --> 6:00)
  • Adjusted some respawn timers
  • Moved the 1-way gate so only blu can reach the highest ground at D
    • This will likely be too overpowered for blu