Orleans

PL Orleans A5

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Orleans - A payload rail running through a sunny port-side town.

Had a port with a boat in it sitting in my hammer files, decided to make it a fully-realized map.

Push the payload from the back alleys of this sunny, unnamed town, past the massive cargo shipped docked at the main port, through an arms manufacturing facility, and ending in an undisclosed (will eventually be) spytechy location in what was once the town center.

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Unlocked the door on the first floor of the ale house
-Moved point A to be in front of the aforementioned door
-Made the port/B area slightly longer and added a new building (bell tower w/ wooden gate) to increase the distance between A's new location and B
-Made the door that opens when B is capped more obvious that it's for that purpose (previously it was a well shutter door)
-Adjusted spawning locations in Red's initial spawn; made them face the door leading to A directly at the beginning, then shift to the diagonal-facing spawns when A is capped
-Made it so players inside Red's former spawn are teleported to their final spawn when B is capped (the spawn doors to the initial spawnroom are also disabled
-Fixed a door that could clip through the floor and block a path
-Made cover walls above Red's initial spawn taller to block a sightline
-Added a one-way door to the sewers connecting C to D in favor of Blu
-Made the door to the balcony between C and D one way in favor of Blu
-Added a window and a stack of crates from the side room (connected to the one-way sewer) to the Red-favored balcony at D to allow spies to climb up it and sap sentries on it
-There is also a new skill jump from the Blu-favored balcony at D that also lets you get to the Red balcony
-Lowered the water in the port to make it more obvious that it kills you
-Other minor adjustments that I probably forgot

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Adjusted respawn times across the board
-Red is now force-respawned (not killed and respawned, mind you) every time a point is captured. This should make defending certain points easier.
-The caps on the sewer pipe tunnel (B to C) are now non-solid (the stack of crates going to the window into C has been rearranged to compensate)
-The sewer tunnel is not nearly as bright as it was before
-The door to the Red-favored balcony at C now closes when C is capped
-Adjusted the positions of A and C to make defense slightly easier
-Extended D to include new geometry, a longer track with no rollback zone, and the original final area rotated 90 degrees from its original position
-The one-way doors going to D now have two different textures (regular door and no-entry door, of course) in order to better convey that they are one-way doors
-The "area" at D with the balcony (with railing) is now indoors up until the sewer bars
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-Probably more that I forgot

Screenshots:

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Textures (except at D, no idea what I wanna do there yet)
-Boat at A/B is a bit more complex geometry and texture-wise (still need to the control room thing, the boat is modeled after the skybox model used on Granary, Upward, and other maps)
-The area above Red's initial spawn is now completely indoors and completely inaccessible until B is capped
-The balcony at C with the railings now has a staircase leading up to it.
-A slanted roof between Blu's spawn and A no longer has clipping on top and is slightly lower down (ie, it's accessible, engineers included)

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Made the interior of the route to the railing balcony at C one-way to prevent deep flanks from RED
-Straightened the payload tracks through the big doorway between A and B
-Changed the static wooden doors into a door that starts closed by default and opens when the cart gets near (the cart is halted until it fully opens)
-Removed the weird concrete mass jutting out of the ale house
-Basketball

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Altered the open window between Blu's spawn and Point A to instead be a small skyway with windows aligned with the payload track, in order to (hopefully) have the route flow toward A better (and it let me put a clip on to to block flying players).
-Fixed how the cart is enabled and disabled at the wooden gate
-Took the lower route to D from the two-story metal building and altered it to redirect to the payload track instead
-Took the upper route (nearby the previous bullet's route) and made it closed off until the cart passes a point at the top of the hill at D (the door and that particular point on the track are labeled with matching star stencils, plus, the point has a wire running from it to the door)
-Extremely minor detailing???? (also D isn't dev textures anymore either lmao)

Screenshots:
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