wiggle

wiggle b1

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whats new?
  • added new shortcut and signage for Red to C
    - this shortcut will close when C is capped
  • added new route to oneway door to funnel players and hopefully teach them that its there better
  • fixed/adjusted sight-lines on D
    - also fixed a crack-shot on A
  • minor changes to B
    • currently wanting to retest it more, as previous tests have felt better than before, need to keep looking at painpoints.
    • i have some new design ideas in mind, ive made two seperate experimental versions of the map to test drastic changes to the area, not too confident in either right now. so i will keep trying.
  • minor adjustments
thanks to all the playtesters!
whats new?
  • adjusted left attacking route on B to add a new ramp
    • this ramp should let blue players attack the highground from trench more easily
    • im not super happy with the geo around this change, but we shall see how it plays
  • removed some cover from B bridge
  • added glass in some windows in A-B building
  • increased reds respawn time on B
  • adjusted health/ammo around D
  • improved clipping
  • alpha detailing!!!!
  • minor changes
thanks to all the playtesters!
whats new?
  • replaced rollback zone on B with a slow zone
  • removed A unlock door (experimental)
  • adjusted health and ammo around C a bit
  • aligned the sun
  • alpha detailing!!!!!
  • dont rember
thanks to all the playtesters!
whats new?
  • adjusted respawn time for red on A
  • added little side room on A
  • added observer cams for all points
  • more alpha detailing
  • fixed and improved clipping
  • don't rember
thanks to all the playtesters!
whats new
  • moved A point further back, to the mine entrance
  • closed off defense cubby on B
  • i dont remember
thanks to all the playtesters!
whats new?
  • fixed broken rollback zones on C and Last
  • redesigned red's spawn at Last
    • change was made to prevent players attacking from the window room staircase to have immediate access to reds spawn door
    • the area is now raised, and includes a one-way drop for red
    • this change also introduced some extra high-ground over last for red, and a potentially new sentry spot
  • increased red respawn time on B
  • blocked some sight-lines
  • minor changes
thanks to all the playtesters!
whats new?
  • added new staircase route to last, now lets attackers up to side-room from low U-turn
  • removed rollback in front of A
  • slowed down the cart on some slopes
  • added new cave one-way route to B
    - should let blue players establish a forward presence easier
  • widened some doorways
  • misc alpha detailing
  • added destructible barrels!!!!
  • idr lol
thanks to all the playtesters!
whats new?
  • redesigned parts of A
    • redesigned the small side building
    • added stairs to reds highground for blue
    • adjusted cart path, and moved the capture point to be more exposed
  • adjusted health and ammo distribution around A and D
  • added more cover near B point
  • adjusted respawn wave times again
  • added more signage
  • simplified some areas slightly
thanks to all the playtesters!
whats new?
  • blocked some sight-lines
    - solutions implemented right now aren't perfect but they're better than nothing
  • adjusted respawn wave times for all points again
  • idr!!!
thanks to all the playtesters!
whats new?
  • removed train finale
  • changed up last geo a bit to make it more interesting
  • adjusted/simplified routing for blue at last
  • added full health and ammo kits in oneway room at last
  • adjusted respawn times for every point
  • nudged B slightly deeper into red territory
  • minor changes/forgot
thanks to all the playtesters!