WiP in WiP, post your screenshots!

tyler

aa
Sep 11, 2013
5,102
4,621
Oh, yeah, right.

Like I said on the last page, it's meant to be a kind of lodge more than a mansion. I did make it too ritzy. But there is a transition happening outside. I'm still playing with it obviously or it'd be a shot from in game. And Yacan is working on it (him being a guy know one knows about because he never releases anything) and he's pretty good. He made it a lodge once before and I ignored it because I'm a jerk.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Aly, that windmill stuff is some of the coolest mapping I've ever seen.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
qk6II.jpg
Viva La Revolución
 
May 2, 2009
320
306


Thinking of removing rollback from the top curve. Would it remove the need of spawncamp to win or would it make it too easy for sneak capturewin? Also reworked route from middle exit to top and connected it to spawn. Near the further spawngate is hole (similar to dustbowl 2-2) where grenades fall but not players.

Ideas how it will play considering spawn camping?
 

Harribo

aa
Nov 1, 2009
871
851


Thinking of removing rollback from the top curve. Would it remove the need of spawncamp to win or would it make it too easy for sneak capturewin? Also reworked route from middle exit to top and connected it to spawn. Near the further spawngate is hole (similar to dustbowl 2-2) where grenades fall but not players.

Ideas how it will play considering spawn camping?

I think roll back for the last ramp is always a good idea, gives the defenders a fighting chance, perhaps move that fenced balcony a tad higher and a bit further away from the point to so they have some slight point of hieght advantage over the attackers and enough room to fight in like in this quick edit i did:
frostfellsuggestion.jpg

i find that top area before the finale to be too cramped to successfully defend the last point with being spammed out from attackers on the cart