chipper

chipper b1

whats new?
  • b1 detailing pass!
    • some parts are obviously unfinished, but I'm tackling it bit by bit
    • mainly trying to get a consistent style and color pallet down, as well as visually distinguishing some structures, like the shack on second or the last spawn building, stronger silhouettes, that sorta thing
  • added 2 shredders under the mid bridge
  • put holes into the second walk-able roof
  • lots of tiny differences as a result of detailing
  • i fogot
thanks to all the playtesters!
whats new?
  • added a extra doorway to the small building on second
  • added a small cubby on last to second connector
  • moved the second forward spawn, walk times should be longer, and it will change the attackers approach
  • optimization
  • minor changes
thanks to all the playtesters!
whats new?
  • added medium health and ammo-kits to the open silo route
  • added small health-kit next to the double doors on second
  • added some signage
  • improved OOB detailing around second and mid
  • i frogot
  • minor changes
Current plan is to retest this version a lot, both for demo data and to see if anything else comes up, after that, i will start gauging weather or not people think its ready for beta, i have an itch to detail this map, and either way, ill make the final call, but y'all have a say!

thanks to all the playtesters!
whats new?
  • raised last capture time from 3 to 4
  • raised second capture time from 5 to 6
  • adjusted various health and ammo pack positions and sizes
  • removed bridge from second and raised the defending balcony, added handrails and a plank to jump over (heavy can barely make the jump)
  • turned last spawn points toward the nearest doors
  • clipping improvements
  • various clutter props added
  • minor changes
thanks to all the playtesters!
whats new?
  • mid re-imagening!
    • same idea, new approach, i called upon the dark arts of 45° geometry.
    • this 45° change makes the distance between the open and enclosed route to the point roughly equal, the open route is now less exposed and risky as a result
  • added new underway in mid
  • revised some pickup placements around mid
  • observer points now switch teams based on point owner
  • added extra spec cams on last
  • miscellaneous alpha detailing
  • i forgot
thanks to all the playtesters!
whats new?
  • some gameplay centered detailing
  • i forgot literally everything else
  • removed evil watercooler
thanks to all the playtesters!
whats new?
  • raised last cap time from 2 to 3
  • finally made roof on second accessible, clearly marked other rooves as non walkable
  • added phys props all around the map (high priority)
  • forgot the rest
thanks to all the playtesters!
whats new?
  • raised baseline respawn time from 8 to 10
    - point caps still adjust spawn speed accordingly
  • lowered last cap time from 4 to 2
  • lowered second cap time from 6 to 5
  • removed ramp to bridge on second
  • added windows for players pushing out of last
  • moved health and ammo in last lobby to be more biased toward defenders
  • added new doorway connecting the long and short route between second and mid
  • minor changes probably?
thanks to all the playtesters!
whats new?
  • pushed back last spawn doors
  • removed shutter door between second and last
    - the doors were also made half as large due to the sight-line blockers i added to it
  • added nobuilds to all spawn doors to prevent teleporters being built in the doorframe
  • added highground roof routes to the long route on mid
  • added rocks to mid
  • added small health kit inside the small cubby towards mid
  • lowered mid cap time
  • clipping improvements
  • minor changes
thanks to all the playtesters!
whats new?
  • i forgot
  • redesigned mid
thanks to all the playtesters!