Promountain

PL Promountain A3

Mâché

Big Ferret
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Sep 7, 2015
381
301
Promountain - Pro version of Thundermountain's first stage (and first stage only).

An experiment to see how 2-point payload could operate in a competitive setting. Thundermountain's first stage had the most potential for a pro version, in my opinion.

Changes from the original to the pro version:
-Made it day time and much brighter
-Made it more alpine
-Removed the thunder noises
-Removed the taunting mercenaries in the window at BLU's spawn
-Added a new flank connecting the first far left area (BLU's perspective) to what used to be a decorative metal gate in the second section (see screenshots)
-Made the bridge that raised after the first point is capped already raised (no more waiting!)
-Added new doors to RED's spawn to prevent spawncamping (or at least make it more difficult)
-More? I forget, lmao

SCREENSHOTS (note: this was in a previous version that was less bright, but relatively the same as this one)
20161029140435_1.jpg 20161029140450_1.jpg 20161029150124_1.jpg
 

Lain

lobotomy success story
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Jan 8, 2015
724
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I always thought stage 1 and the last point of stage 2 could make for a good map if put together.
I mainly think that Blu pushing out of spawn is too hard, and that there is only really one good turret spot for Red.
 

Mâché

Big Ferret
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Sep 7, 2015
381
301
You say you've made it brighter but the ambient (most of the map) is still as dark as it was previously - is that intentional?
Not intentional, it should hopefully be fixed soon
I always thought stage 1 and the last point of stage 2 could make for a good map if put together.
I might've considered this option rather than removing the second and last stages altogether, but second is, IMO, the worst of the three, specifically with how cramped the transitions between the first and second points are. Not to mention how difficult it would be to try to balance merging the two stages together.
I mainly think that Blu pushing out of spawn is too hard, and that there is only really one good turret spot for Red.
Next version will have a brand new spawn exit.
 

Mâché

Big Ferret
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Sep 7, 2015
381
301
CHANGELOG:
-Added a new spawn exit from Blu's spawn
-Made lights in the flank route non-solid
-Added new barriers near the bridge, to block the worst of the main sightline
-Added a closer, more viable resupply locker in Red's spawn
-Moved the cubby/shed packs outside and sealed the rooms they were originally in shut (except for the medium pack at last, that's an experiment)
-Brightened ambient lighting
-Fixed a black texture
-Fixed the cut-off overlays

20161104174037_1.jpg 20161104174048_1.jpg 20161104174158_1.jpg

Read the rest of this update entry...
 

Mâché

Big Ferret
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Sep 7, 2015
381
301
While you're at it can you please fix the jelly roofs on blue spawn? I get that it's meant to look like distorted metal, but it's waaay overdone.
I mean, this COULD be arranged, but this is honestly meant to fix the game play, for the most part.