Gauge

CP Gauge A2: Fuge Huckin Changelog

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Gauge - Gravelpit-styled A/d with some trains

A map idea I had a week or two ago. It's the traditional A + b > C formula (not the weird thing I did the last time I tried something like this), but capping points in different orders actually matters.

Capping A (Bridge) first causes a train carrying missiles to go from A to B, allowing players to ride the train across the map for some surprise factor when trying to then take on B. Similarly, capping B (Hopper) first causes a different train carrying boxcars from B to A, allowing for similar surprise assaults while assisting players trying to get onto the bridge itself.

Once both A and B are capped, trains no longer spawn, some doors open, spawns and spawn times change a bit, and C is ready for the taking!

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Despite the imp that A1 was being tested in dying right when it switched to this map, I made a few changes.

Changelog:
-Moved BLU's forward spawn to a new (possibly controversial) location; there are two new rooms inside the structure of the middle building, each room a separate spawn room connected only by an enclosed bridge between them. This design was done to ensure that most/all of the routes into C are used as opposed to the one door in the middle of the middle building
-Added an extra gate (opens when A and B are capped) between the bridged connecting the mid building to the C building's upper lobby and the mid building transition corridor (the one with the shutter doors) to simplify BLU's options when attempting to go from point to point after capturing them
-Made it so that the points' respective trains appear right after capping along with its usual timer
-Added clipping in parts of the transition corridor
-Adjusted some lämps, bröthers

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

-Moved Point A from the bridge it used to be on to just behind the bridge (BLU's perspective).
-Added a new building next to where A is. It has a bit of a quirky design, with a RED-favored ramp up to a balcony with cover, and a BLU-favored skill jump up to the balcony from the opposite side. The quirky thing is, the skill jump can only be utilized if B has already been capped and the boxcar train it summons passes by the skill jump. This was done to compensate for having to move the point off of the bridge, which was originally designed around potentially using B's train to land on the bridge by surprise via a nearby window (this can still be done, it just won't land you directly on the point).
-Reworked the design of the mid building rooms connecting to A; The one way door was rerouted from the train tracks to the small cliff, and the second-story room with the open window (of which there are now 2 instead of 1) has been worked to connect to the one way door passage as well.
-Added a skill jump up to the covered balcony at the middle buildings, as well as an extra door to the mid-to-B one way corridor.
-Updated the localization files.
-Moved B from just below the ledge near the train tracks to on top of the ledge. This change should make the one-way corridor and A's missile train more useful (since both can be used to take the ledge by surprise). The relocation of both A and B in general was done to increase the distance between them and BLU's initial spawn and decreasing the distance between them and RED's spawn.
-Added a truck and some other props (including a make-shift ramp up to B's ledge) in place of where B used to be.
-Reworked the right side (RED's perspective) of C to be more BLU-favored; the balcony that originally had a RED-favored ramp up to it no longer has a ramp, and an additional short hallway with minorly BLU-favored geometry now lies beneath it.
-Reticulated splines
-Added several more signs at C to better direct RED to A and B.
-Removed the crates from the semicircle ledge at C to make it a more vulnerable sentry spot.
-Moved the resupply cabinets in RED's spawn farther back to reduce turtling.
-Tweaked several health and ammo pack placements around the map.
-Adjusted respawn times for both teams (I can't remember what I did, I think BLU spawns slightly slower then before, RED spawns slightly faster before A and B are capped than before, and RED spawns slightly slower after A and B are capped than before).
-Removed Herobrine.
-Gave C a bunch of non-dev textures for some reason.
-Fixed some places where you could get stuck (sorta) in rocks.
-Fixed clipping/manually clipped some metal barrier props that were being dumb.
-Fixed capturing a point summoning its train when the previous point had already been capped (with the right timing, you could have both trains spawned simultaneously, making them clip through each other, which was pretty funny but not at all what I wanted to happen lmao).
-Increased the number of joke changelog notes per changelog.
-Increased changelog length by over 9000%.

Screenshots:
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