Laborde

PL Laborde a39b

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-changed A point to have pipes to aid sentry placement
-added routes to A
-added route from A to B
-added catwalk on B
-changed routes entering B from A
-pushed red forward spawn back
-adjusted respawn times based on which point is captured
-changed overlays for hp/ammo kits

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Screen_Shot_2017-05-03_at_12.14.21_PM.jpg

-added high ground for red at all capture points
-removed majority of high ground for blu at capture points
-reworked last
-added major high ground for red
-adjusted route entering last
-shrunk last to aid engis with defending
-adjusted selected hp/ammo kits
-added more buildings in non playable area so map wasnt super boring looking

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-change red spawn logic A-C
-red now spawn in one location with 3 doors that close when route is captured
-reworked A routes into point
-gave blu risky but worth while woute into A
-removed stairs from red on A
-removed route on A benefitting red majorly
-added doors that close so red cannot over power blu when points are captured
-gave blu high ground on last
-gave red more defendable area on last
-gave blu another route into last that risky but can help attack
-gave blu new forward once C is captured
-moved red last spawn door to prevent sightlines


TL;DR red forward has moved to a central location with 3 doors that each go to a point and lock once that point is captured similar to how swiftwarer works.

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Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
The routes at last for blue are not very good. The main route feels correct, but the other two are both really easy to spam out. The inside route that red has to jump for is no longer quite as good for red pushing forward, but its still just about useless for blue, and the only other flank just delivers you directly next to the main route and is hardly a flank (not to mention, it takes the longest to walk there of any route).
 

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
-Overhauled A
-adjusted lighting
-overhauled last (I think)

Its been a while. I forgot where I left off and need fresh feedback. Right now im debating redoing B entirely as well as the connectors from A to B and B to C. The next test will hopefully verify my thoughts as well as testing the new A.

I also might add a hallway with spawnpoints at last between the last CP and outer courtyard to place red closer to C and add props approaching A from B for spies to be able to sneak around better.

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