zythewiggle

zythewiggle a19

whats new?
  • changed up routing out of short route to B, now leads to low ground under bridge
  • blocked some sightlines
  • added glass to a window at last
  • i literally dont remember (shocking)
thanks to all the playtesters!
whats new?
  • closed off a doorway for Red on B once A is captured
    - also removed the window seeing into that route
  • added a FUCKING FORWARD SPAWN for blue once B is captured
    - i put off making this change for as long as i did because i wanted to keep the central bridge shortcut gimmick running for as long as possible, but there were simply too many points of failure, the new forward spawn now cuts travel time short by one bridge section, i hope this will work as intended
  • adjusted blue respawn time on C from 2 to 3
  • added missing respawn-room-visualizers, oops
  • optimization
  • updated signage
  • alpha detailing
  • forghort
thanks to all the playtesters!
whats new?
  • raised red teams re-spawn time on A
  • blocked a sight-line on A
  • explosion at last kills people now!!!!!!!!!!!!!!!!!!!!
  • fogort
thanks to all the playtesters!
whats new?
  • added new spawn exit to blue spawn that enables after A is captured
    - also moved A spawns back forward
  • added new platform for blue on A
  • i don't remember...
special thanks to @thompson for suggesting this change! (even though it turned out a bit differently)
thanks to all the playtesters!
whats new?
  • replaced windows in small room toward B with doorway
    - as a result of this, lowered roof, players can now also jump up from the floor
  • added a window and signage near red flank on B
  • blocked sight-line on C
  • i don't remember
thanks to all the playtesters!
whats new?
  • added a hole and fencing around D sentry spot to let approaching players see reds setup
  • fixed some stuff (misaligned clip, misaligned props, misplaced textures)
  • improved clipping
  • idk
thanks to all the playtesters!
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!