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Moved and rearranged connectors into Mid to accommodate.
Mid:
Attempted to make mid larger by cutting back on the balcony area and redesigning the connector to balcony.
Made Capture Zone larger
All changes to Mid are temporary as I am working on remaking it and tested internally, primarily in pugs, while the map is being judged for the Back 2 Basics contest.
Added spectator cameras to every main part of the map.
remade certain brushes and fixed gaps within the map, made more func_details to help further improve performance.
Changes regarding certain areas of the map specifically include the following:
Last:
Moved back spawns as to not allow players to spawn in front of a wall.
Made the capture zone smaller.
made the Barrier by the Control point basic brush textures to allow Soldiers and Demomen to ambush those attempting to capture without being noticed.
Remade the river like passage to Lobby to act more as a flank, rather than another way to get to Lobby.
Cleaned up props at mid to make the play area cleared and to reduce prop spam.
Slightly adjusted the position of the Soda and Beer Vats at last.
Changed the small health pack by the vats to a Medium, the small ammo pack remains the same.
Raised roof at last to promote more Rocket Jumping.
Changed main door way to Lobby to be a large singular door as opposed to 2 doors on either side of the entrance.
Changed the leftmost lower flank route to go through a previously inaccessible room into Lobby.
Improved Block bullet clipping between the Vats and control point.
Raised the height of the Launchpad balcony, as well as adjusting its entrance and window into Lobby.
Lobby:
Lower Lobby has been downsized from before, general complaints about the area included it being too far out of the way and being not that useful in terms of team fights.
Lower Lobby's health and ammo have been upgraded to Medium sized health and ammo packs.
Removed the lower Lobby's connector to 2nd's I.T. route to mid, allowing for fewer sneaky back-caps by spies and scouts, unnoticed by taking this route.
Mid Lobby has been outfitted with a chicken wire wall to prevent sniper sight lines.
The health and ammo in mid lobby have been removed as it was extremely close to the health packs in upper and lower lobbies as well as at last.
Upper lobby has been raised a bit to coincide with Launchpad balcony's new height.
All health and ammo by the entrances into 2nd have been removed as to not create a reliance on peaking into 2nd to try and not fully commit to defending the control point.
Second (2nd):
The catwalk into I.T. has been extended while the walls below it have been shortened as to widen the passages around 2nd's control point into Lobby.
Created a block bulleted Prop staircase by the main route into Lobby to allow for either defenders or attackers to easily get back up onto 2nd without risking being killed by a Sniper
Removed barriers by Upper Lobby entrance, Catwalk onto 2nd, and the very far side of Catwalk looking over the main route into Mid and 2nd as they all served virtually no purpose after A4.
Lowered the size of I.T.'s staircase onto Catwalk.
Moved health and ammo packs in I.T. to the side of the leftmost wall to help guide roll-outs into mid
Raised Each team's 1st Forward spawn's roofs to help Rocket jumping soldiers getting onto the point
flattened the roofs and adjusted the rotations of the "Doghouse" buildings at 2nd to help make splash damage more reliable and to help with Rocket and sticky jumping in that area.
Removed a beam on the balcony entrance into Mid causing Sticky and rocket jumping classes trouble jumping out. This will make blast jumping more reliable in that area.
Upper route into Mid has been downsized to make the area more streamlined
Moved the out of the way Health and ammo to the top of the staircase
Replaced one of the entrances into Mid's balconies with a drop down into the the main route into Mid allowing either for an ambush into main or quick transition into the high ground for blast jumping classes.
Main route has been redesigned with a more concealed exit into mid allowing for quick traversal between mid's middle ground and low ground areas.
Mid:
Lowered the size of the Balconies on either side of the map, helping to lower their usefulness in terms of sight-lines and spam.
Made middle ground around mid larger to help make the area less cramped
Previously inaccessible roofs at mid has now been made accessible to Blast jumping characters. These roofs has been No-built to help eliminate sentry and sniper sight lines as a result of opening these spots up to all classes.
The low ground health pack has been upgraded from a small to a Medium.
Re-textured the low ground's walls to each team's respective colors to help deture players from getting lost and going the wrong way.
I am currently asking for feedback regarding the charge ramps at Mid to allow for both Soldiers and Demomen to use them both for Charging off and Blast jumping off in order to access higher ground Please let me know any suggestions you may have to allow for these ramps to be easier to use in the future.
(special thanks to YoshiMario and Blade for assistance on helping me make the custom Cola and Beer water textures)
If testing goes well I will finish up making minor adjustments to the layout as needed and will start detailing. As of A4 I am now also taking feedback suggestions from a competitive perspective.
Remade doors underneath Mid so they are not clipping through the bridge
Tweaked high ground connectors at mid
Added a welcome camera to Mid
After Yesterday's testing I am happy with how Mid plays for now, though changes to the layout, props, and the additions/removal of Health and Ammo are expected, I am now looking for further feedback on Last and its connectors as they are going to be fully remade by A4 based on feedback, after A4 and its subsequent tests I will be starting to detail and ask for further feedback regarding layout and game-play from a Competitive standpoint.
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