nesman

PL nesman B3

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-Moved pathway on last to allow for better defense
-added some props to give red a better height advantage on last
-removed pathway allowing blu to flank easily on third
-made it easier to allow blu spies to get behind through third point
-edited small prop placements just because why not
-etc

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-extended track from first point to second point
-red now has a forward spawn till 2nd cap
-optimize
-added house to allow engineers a better chance at defending first
-added doors to cut away flank routes till certain points are captured
-increased setup time
-added props and improved clippings
-added small rollback zone before final point at last

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-updated blue first spawn to allow cover so you cant get sniped when you first spawn
-raised one door on blue first spawn to allow some height advantage
-fixed red forward spawn so it is now completely disabled from working after blue has captured third (was an exploit before)
-added some texture to nodraw areas that were missed before

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JakerBiker

L1: Registered
Aug 20, 2017
17
4
feedback for a9:
-this map has a great layout
-fix the no entry signs at spawns to make the no entry signs fit in the doorway
-at the beginning replace one of the trucks with a smaller prop - feels clustered in that small area
-bridge at the begining is a huge choke point
-at the second blue spawn make the door two way
-at the second blue spawn add another exit - easy to be spawn camped
-door after first point and before second point(the door that you activate after you push the cart a certain distance) stays open forever (even in different rounds) after you open it
-bug where the cart gets stuck sometimes going downhill at the last point (IMPORTANT!!!!!!!)
but besides those things, the map looks great. keep up the good work!
 
Last edited:

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-fixed issue with cart getting stuck on last
-textured areas where nodraw was still showing
-added fence to reduce sight line from blu spawn to red first point
-added barrier on last to reduce sight lines
-optimized last
-clipped areas that needed some clipping

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