Blast

CP Blast a27

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Blast is a 3CP gravelpit-style map based on blast furnace and ore smelting facilities. Eventually it'll take place on some kind of desert plateau or enclave or something else that fits my stupid long-standing structural decisions.

Thanks to:
-ABS for the gameplay entities
-The arch tool
-Roflman
-Hydro for stairs
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Looks like a blast to play.

Puns aside, this does look fun. B looks like it might have some sightline issues though.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
My thoughts so far:

Point A seems unfairly weighted towards explosive-jumpers, with only one conventional path to the second level.

Putting the stairwell at C in a spot where it's essentially behind RED when they come out of spawn is confusing and not recommended.
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
a15 (woohoo):
-changed paths to A
-choked up on some areas
-added visual cues and more signs
-added another resupply cabinet but keeping location until i find a true reason to move them upstairs
-put glass in windows at B and re-opened path from C>B thru window frame
-gave better visibility to blu's doors
-put door triggers inside blu so red can get out if trapped
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Updated to a18:
I didn't like how the points played, so I changed the map drastically. It's still a 3cp built around a blast furnace, but completely rebuilt. I'm more proud of this layout because I created it around the theme and not around "hm what did that map do here". I attempted to vary flanks and just make things better in general, but I guess we'll see how it went soon enough.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Hey, we did some feedback you might wanna take a look at.
https://www.youtube.com/watch?v=5ry2gRyaZbs

Also more about your middle area.

You really need to simplify it down, it is way to complex and not needed. example look at gravel pits mid, there isn't one its just one route.
cp_gravelpit.jpg

So yeah simplify it down.

Also please take the a+b from slag and swap it with these ones, we to do that in the gameday feedback.
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Blast has returned with an a19. It will be on a gameday/imp soon. However many alphas it takes to make this map great.

Also pay no attention to that last screenshot
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
it's been a while but blast isn't dead yet

a21:
-finished first semester of college
-forgot i never tested a20
-reworked last point
-changed up mids
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
not quite as long a gap this time

a22:
-became a cadet at Norwich University
-changed up C with the help of Roflman
-made railings non-solid/playerclipped
-added more pickups
 

Egan

aa
Feb 14, 2010
1,375
1,720
Hey I'm not sure if you saw the announcement for it yesterday but we did play a22 of blast. Here's the feedback page (has link to demos).

Overall feelings were that B was probably never going to get taken before A, since B was so much harder to get a foothold on. C point got taken pretty quickly, I think it has to do with respawn times because I kept asking "where is red team?" when we pushed through B to C. C point was very cool looking though.

Attacking B was difficult because you could only attack it from directly in front, and it was difficult to evade line of sight of the people standing on the top balcony, who could take off half your health in a single blow due to their height advantage, it was just suicide to go in this direction:

I7UZAkc.jpg


Personally I'd like to see a small service building in place here to allow me to get out of their line of sight a bit, or to have just some small safe point there, it's really up to you to how it would be done, but something to help me survive the trek would be nice:

lUtw7JR.jpg


Similar to this one from gorge-ish, or the one on hydro:

xfu1sAD.jpg
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Thanks for the feedback Egan. Seeing how C has always capped so fast I think respawn times are most likely the issue since they've never changed even when the point has. And thanks for testing it even though I don't think I ever asked :V
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
a24:
-removed balcony right next to B point
-added house/cover from spawn>b (thx egan)
-changed b>c route to b>a route
-made a a little easier to defend (hopefully)
-made the sun less incandescent
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
About that gorge shed: I think it worked because there was lots of room around it to take cover, spam enemies below you, two doorways going in and out...
I haven't played the new versions of the map or anything but I'm just thinking having a fence right next to it might not be the best thing for player mobility
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
A26 done quick. I swear, all these versions are from minor changes, not to mention the fact that I reverted a lot of ideas, so in the end, this is really like A20. Anyways, I took some suggestions and checked out some stuff and I think I should be done with alpha soon

A26:
-Accidentally disabled decals in screenshots
-Tore up concrete at B and added rocks
-Further neutralized BLU's entrance to B
-Left the lights off in RED spawn (for now)
-Rebuilt the blast furnace at C in an attempt to shift action to it
-Enlarged B>C doors
-Added more decals
-Made BLU's entrance to B a little less ugly
 

Egan

aa
Feb 14, 2010
1,375
1,720
I, and other have, posted feedback about hitting the edge of the stairs leading out from blue spawn on their way out, and I think I know a way you can fix it without changing the aesthetic of the room.

In watergate I put up these thin clips against the angle of the pipe-route to mid's top, so that when i walked at the pipe it would push me up as if it were stairs (the max height for a stair 'step' is 18 units):

55YAPzE.jpg


So, in the same sense, you could do very thin 18 unit-high steps against the stair edge so people don't just get stuck and go back to spawn, they are carried up the steps:

skhzsCa.jpg


Would need to clip the edge leading towards the spawns flush-angled towards the stairs so people just get pushed forwards and don't stop.
This is super serious business, I get caught on that shit like 25% of the time I leave blue spawn. :(