The Frontline Experience

The Frontline Experience S1A5

Misc Changes. Pretty much the "final" version of stage 1.

*Changelog*
  • Added ramp from A to upper area that leads to B.
  • Removed turret gimmick (oh well, no more gimmicks).
  • Reduced Red's Respawn wave time by 2s.
  • Raised cap time of B to 5 seconds.
Pics:
20170405180829_1.jpg 20170405180839_1.jpg 20170405180854_1.jpg 20170405180906_1.jpg
I wanted to upload the textured version of a4, but I'm going to hold that off until April Fools. Thus, everything is still dev textures.

*Changelog*
  • Redesigned last so that the cp is more open.
  • Removed turret minicrits.
  • Removed a metal barrier on A.
  • Increased cap time of A to 10s
  • Decreased Blu's uber to 3s from 4s
  • Blu earns a temp. speed boost on spawn after capping A.
  • Increased Red's respawn time after A is capped.
Basically, since everyone on Blu was spread out and had so many routes, there was no effective push being made into Red's base. Therefore, I removed the entire left flank, so that way, people should funnel through the middle and right side into an effective push. Also a new route that exposes Red should help with dealing with engies. I also put nobuild on the ramps and the cp. Generally speaking, sentries are far less OP now.

*Changelog*
  • Increased B cap zone to fit entire length of corridor.
  • Moved entire Red spawn to be under the point, requires a loop around;
    • (Effectively nerfing engineers; they were too op)
  • Also put nobuild on the capture area (sorry, I'm no fun).
  • Removed Red's entire right area (players should funnel for an effective push into B now)
  • Expanded one-way door in the flank route.
  • Added a new one-way door that leads to above Red's Spawn.
  • Adjusted health/ammo.
Nobody on Blu team liked sitting as a spectator, so I made an improved cinematic where Blu players gets to ride in on their own landing craft to build player hype and uber. Also added new flank routes and altered some other routes.

*Changelog*
  • Removed cutscene and instead Blu players start in their own fake boats.
  • Turrets now grant minicrits.
  • New flank routes into last.
  • Adjusted the spawnroom position of Red.
  • Widened Red's right ramp.
  • Removed alot of mines.
  • Slightly more cover around last CP.
  • Adjusted health/ammo.
  • Some optimizations.
  • Fixed skybox/nodraw issue.
  • Fixed exploit