Isosceles

PL Isosceles A4 Re-upload

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
-Completely overhauled C
-Changed setup gates to grate gates so you can see through them
-Added a window to BLU's first spawn
-Added more signs
-Fixed logic
-Changed BLU's 3rd spawn
-Removed gates that separated C around RED's 1st spawn
-Changed the flank around B so its not just a straight hallway
-Moved D so it fit better with the connectors from C to D
-This automatically removed some sightlines going from D to C, that were blocked with noisy brushwork in D​
-Removed some noisy brushwork in D now that it is not needed
-Tried my best to turn "straight, boring hallways" into interesting areas/rooms, though there is probably going to be future changes to make them even less like hallways
-Added a soundscape to give some soothing ambience
-Added a kill trigger for when the bom cart explodes
-Added a spectator camera so you dont look under the map when you first load it up
-Added competitive matchmaking
-Probably broke something

(see sceenshots in the overview tab)

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
The goal with this update is to make holding A last a little longer, and make attacking B a little easier.

-Redid BLU's first spawn
-Removed many unnecessary barriers around A that make it very cramped
-Adjusted the rock that is right outside of the left door at BLU's first spawn
-Adjusted respawn times
-When 1st point is capped, RED's spawn time is longer, BLU's is shorter​
-Adjusted many health and ammo pack placements
-Removed a flank from a sentry spot at A
-Added roll back zones around the spiral at C
-Fixed explosion damage going through the setup gates
-Made a floating track not float

(see overview tab for screenshots)

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
-Redid B to make it more interesting, whilst keeping the idea of the cart going on a bridge
-Added more geometry to C in hopes to make it more chokey, so that RED can actually have a chance to defend it.
-Made RED's spawn at D a little lower, in hopes to make it easier for BLU to push through and cap D
-Made two of BLU's routes to D have more height advantage in the point so it is easier for BLU to push through

(see screenshots in overview page)

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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
From what I've tested so far:

dDFTG7l.jpg


Dunno if it's intentional or not,but you can stay in that ledge with no problem at all. It's just the perfect place for any soldier/demo/heavy/spy.

Pa2Q2zg.jpg


Enemy demoman can shoot from there with ease,damaging (and probably killing) players inside. Placing a door there,just like there's on the right side should be a good idea.

63SxEFU.jpg


IMO that places looks cramped af,at least where the trucks are,and the path leading to the door at top. If you encounter an enemy there,you're probably not going to get out alive. So I might fix that asap,but since I was playing alone (sad),I don't know how it's ACTUALLY going to play out.

xWVFdc5.jpg


And to end this,I think you're missing a spawn door at the right. MAYBE connecting both rooms into one would be a better idea? Just like with the last picture,I don't know how it's going to play out if you combine both spawn rooms into one.

Other than that,IMP IT NOW!
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
From what I've tested so far:

dDFTG7l.jpg


Dunno if it's intentional or not,but you can stay in that ledge with no problem at all. It's just the perfect place for any soldier/demo/heavy/spy.

Pa2Q2zg.jpg


Enemy demoman can shoot from there with ease,damaging (and probably killing) players inside. Placing a door there,just like there's on the right side should be a good idea.

63SxEFU.jpg


IMO that places looks cramped af,at least where the trucks are,and the path leading to the door at top. If you encounter an enemy there,you're probably not going to get out alive. So I might fix that asap,but since I was playing alone (sad),I don't know how it's ACTUALLY going to play out.

xWVFdc5.jpg


And to end this,I think you're missing a spawn door at the right. MAYBE connecting both rooms into one would be a better idea? Just like with the last picture,I don't know how it's going to play out if you combine both spawn rooms into one.

Other than that,IMP IT NOW!
I've already gotten the recent version imped by the way. I know about the first thing you pointed out, I never have changed it since the first version because it really is not that big of a problem. No on has used that spot, and even if they did, they are right next to a wall, making them prone to easy splash damage.

The second thing you pointed out has never been an issue. Its far enough back from the main action that I've never seen any demo or soldier go in there and shoot into the blu spawn. If it does become an issue, I can change it, but it never has been. Plus, there is a resupply locker right there, as well as the angles of the walls prohibit much of the grenades movement, causing it to not be an issue. Blu spawn was one of the first things I designed, and making sure people cannot shoot into it is always the top priority on my list.

For the third thing you pointed out, that area has never been too much of an issue in playtesting. It doesnt matter too much, as I'm going to be remaking a lot of the map to fit much of the feedback I have gotten by people who have actually played it with real people.

As for the last shot you have, I'm not really sure what I was thinking only giving red one spawn door to exit out of. Though I did used to have 2 spawn doors, along with red spawning on the top level. I changed it to the bottom level along with removing spawn from the upper level because it was claimed to be too hard for attackers to push into last. Does not matter much, as I'm going to be remaking that area of last, as in moving red's spawn and changing some of the flanks.

I'm always open to feedback and changing stuff, especially in alpha, though some of the stuff you are pointing out really has never been an issue in playtesting. Thank you for the feedback though, I've got big plans for changing this map for the better.