PLR brut

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
In full, Béton brut. /betɔ̃ bʁyt/

Those of you who know your modern design might see how dumb of an idea this is.

In any case, i've got three or so ideas for major dynamic additions (assayed from the rollback zones), however I'd like to see how this basic layout works before implementing it.

As away, massive thanks to ABS's sexy Mapping Resource, and an added thanks to Ravidge's Lighting Library.
 
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Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
UPATE TO A2A:
8C0B9034CE955F3C039432182F37CF34B82A6CDD

Big thanks to the testing earlier today, nice complements and some good feedback, really looking forward to pushing this farther.

Major Changes
  • Changed Visual Theme to Night
  • Opened Up Crossover Arena
  • Opened Up Defensive Hill
  • Moved Spawn to Mid-Way (Hightower Style)
  • Added New Spawn Exit at Top of Defensive Hill
  • Adjusted Land Below Bridges
  • Added Door Dynamic Element

I added in one of my ideas for a slight dynamic element. It's a simple door that blocks the cart's porgies shortly after the crossover. Hopefully this will give time for the behind team to respawn and move towards defending their Hill.

6FD6640C420521E4BD491BBDE96A3670FED1DE7C


More images here:
http://steamcommunity.com/id/Jack_Riguel/screenshots/?tab=&
 
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Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Gameday bump. Debating a resizing of track with same level layout or entirely new setup that follows a bit closer to 3rd round Pipeline theory. Thoughts?