Munitions

PL Munitions b3

Jusa

aa
May 28, 2013
377
618
Munitions - Multistage payload map set around a soviet munitions factory.

blowing up a factory that makes things that blow up things.

entry to payload checklist contest, collab between xB33, Jusa, Midlou and Quantum.
 

Jusa

aa
May 28, 2013
377
618
a2

-added more time to stages for testing purposes, these will be finetuned later

s1
-narrowed entire stage slightly
-added some more cover on hill on A
-reworked sightlines around B

s2
-fixed stage divider clips being enabled on wrong round, 2nd exit out of spawn now works
-buffed blues attack towards cave by adjusting pickup placement and cover

s3
-

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Last edited:

Jusa

aa
May 28, 2013
377
618
cccp_check.jpg
 

Jusa

aa
May 28, 2013
377
618
a3

s1
-fixed blue spawn missing respawn room trigger and resvis
-added some props on B to visualize the stage end better
-moved the point slightly towards red spawn

s2
-plugged hole
-buffed blues attack on the left side flank over at C with some kits
-buffed blues attack on the right side flank over at C point lift with a full health kit
-nerfed reds defence over at the right side flank of lift by nerfing the health kit to small as well as moving the full ammo inside the flank house
-nerfed reds access to right side flank by making the furthest door one way
-cut a hole to the to the lift on the right side of cart, this allows blue to walk up to the lift easily
-slowed down the rollback on lift
-added push triggers to stop players getting stuck on the lift
-added little more cover to lift
-added nobuild zones on the lift ramp and the crates above the lift
-added resupply locker to red spawn

s3
-clipped the roof on the beginning of s3
-fixed horrible sound bug on func_rotating

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Jusa

aa
May 28, 2013
377
618
b1

-started detailing and displacement work
-adjusted times on stages, lowered to 7 minutes from 10

s1
-narrowed down the area slightly more
-rotated the left flank door 45 degrees so its more visible for players on A
-moved the props further away from the B point to prevent cart getting stuck

s2
-displaced cave
-reworked the lower bunker areas in cave slightly
-opened up visibility on the stairs on B house so players hiding on the stairs are visible
-reduced op sightlines on the B area and nerfed sniper positions with pickup changes and slight redesigns
-buffed blues attack from B forward spawn to the bottom of the lift area with pickup placements and cover
-made red spawn waves a few seconds longer on C

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Khuntza

L4: Comfortable Member
Dec 29, 2009
155
102
The link to this map is not correct in the contest upload thread.. I had to come looking for it, so you know.
 

Jusa

aa
May 28, 2013
377
618
b2

(artpass 1)

slight gameplay changes:

s2
-improved sightlines around lift and B
-buffed blues attack to lift and C slightly by moving red spawn back, increasing red spawntimes and reducing the speed the lift rolls back

prolly forgot something too much crunch to remember

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Jusa

aa
May 28, 2013
377
618
and apparently b2a is now broken due to Engine Hunk Overflow. Trying to get a fixed compile up before time runs out.
 
Oct 6, 2008
1,947
445
please continue this map - I like it :)
 

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
Hey there! Unsure if this is intentional, but it seems that in the first stage in Blue's first spawn, you can build in spawn like in the screenshot shown below. Might be something to look into if it's not intentional, as it makes it really easy to set up a wrangled sentry and maintain it at the front gate!

upload_2021-12-5_1-28-46.png
 

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
As a follow-up, it seems first red spawn/second blue spawn has the exact same problem, as you can see the spot in the screenshot allows you to place teleporters. Once again, if this is intentional that's fine, but with the way most maps are designed I have a feeling it's not.

upload_2021-12-5_1-40-10.png

There are also some other areas in other spawns and it seems like too much to be coincidential, so once again if I'm assuming these spots are unintentional, that's my fault. There's spots in a few spawns.