Olympia

PL Olympia a26

Billo

aa
Feb 8, 2016
920
397
i really like where this map is going. the theme , the ideas and the general structure of this map is great. i cant wait to play the map.
 

Toolbox 24

L1: Registered
Jul 22, 2016
29
2
First Point
-added ticking noises to cart

Second Point
-added textures
-raised door of left flank 64 hu
-made windows clear

Third Point
-removed flank on left side
-began detailing even more
-changed courtyard around third point

Fourth Point
-redid fourth point

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Oct 6, 2008
1,947
445
Hi, We're going to do a test of the map at the end of the month - 32 hard core pl players - will try to give you any feedback I get :)

Great job on an alpha - which we don't normally test - well done!
 
Oct 6, 2008
1,947
445
Ok - results from play test:

Excellent map that has potential before we post it live on one of the servers here - well done!

Biggest thing/issue was red leaving first spawn to get to front - needs easier access.

We look forward to seeing more versions of it.
 

Toolbox 24

L1: Registered
Jul 22, 2016
29
2
First Point
-raised the inner flank for blue team
-removed bridge outside of blue spawn
-made it harder for red to set up in the small brown house

Second Point
-changed the right side flank coming into B
-adjusted the courtyard above B

Fourth Point
-opened up the ceiling around the last point
-changed the outer flank route for last point

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Toolbox 24

L1: Registered
Jul 22, 2016
29
2
Second Point
-reduced the width of the second point
-removed the far right flank route from second into third point

Third Point
-added a spiral ramp to allow blue access to the tree while pushing the cart
-removed sightlines
-slightly moved blue's final advanced spawn forward

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Toolbox 24

L1: Registered
Jul 22, 2016
29
2
First Point
-redid the BLU spawn courtyard
-clipped the large pipe above capture point A

Second Point
-Increased the height of the flank cliff to 192hu (previously 128hu)
-Added stairs for players in the valley to access the higher level
-Removed the small shack behind second point and replaced it with a structure that restricts sightlines better

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Toolbox 24

L1: Registered
Jul 22, 2016
29
2
First Point
-clipped roof of building that was previously not clipped
-reduced time given on capture from 4min to 3.5min

Second Point
-changed side flank route from A to B
-moved RED first spawn slightly closer to A point
-reduced time given on capture from 5min to 4min

Third Point
-reduced time given on capture from 5min to 4min

Fourth Point
-clipped certain geometry
-added rope railing around the spiral flank route

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A Ninja

L1: Registered
Nov 21, 2014
28
4
I hope this map is still being developed! I tried it out for the first time on a full 32 player server and it was a blast! It seemed pretty well balanced overall, although the last point did seem a bit too easy for blue, having both the height advantage and forcing red to fight with their backs to the cliff. If nothing else, If the dev textures were replaced and the map was given a bit more polish, it could really shine!
 

Toolbox 24

L1: Registered
Jul 22, 2016
29
2
First Point:
-Changed around the flank routes in the middle, large cave
-Red Team now immediately respawns after 1st is captured

Second Point:
-Redid the right side flank route (when looking from First Point to Second Point)
-Red's First Spawn room and Spawn courtyard has been shifted to reduce timings

Third Point:
-Opened up Third Point

Fourth Point:
-Removed the flank route within the mountain
-Added new structures to diminish Blu's height advantage

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Toolbox 24

L1: Registered
Jul 22, 2016
29
2
General Changes:
-Adjusted the lighting's ambient color to be less saturated

First Point:
-Pushed Blu spawn 256 units back
-Added a building on the right route (when coming out of Blu Spawn)
-Closed up the skybox

Fourth Point:
-Made certain roofs walkable
-Removed rocks and replaced them with a proper walkway
-Adjusted the wooden structures outside of Red's final spawn

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