burgeonois

CP burgeonois b1a

uwil

L6: Sharp Member
Nov 12, 2012
260
27
-reduced layout complexity, I went a bit overboard on that front
-changed positioning of pickups
-made red's spawn less confusing
-other layout changes

Let's see how well this goes..!

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-changed blu's spawn slightly
-changed the position of red's spawn to the back.
-there's now a route for attackers to go through that replaces the area that red's spawn previously occupied
-lowered red's respawn wave time as well as slightly lowered blu's respawn wave time
-lowered B's cap time (10 seconds from 15)
-in addition to the above, A's cap time was decreased (20 seconds from 30)
-layout changes that hopefully make attack / defending the points a much more captivating endeavour, in addition to providing a better flow through moving around
-fixed multiple brush oversights
-changed value of a multitude of pickups

Hopefully I haven't accidentally made this a maze again!!

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-cubemaps are now being built for both ldr and hdr
-fixed a door opening when the setup timer ends when it's shouldn't have
-added signs to guide red team out of spawn at the start of the round (might've went overboard on this)
-fixed numerous prop / overlay issues

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-restructured final point to not have unfair sightlines towards red's spawn
-changed lighting to be more bright (but hopefully not too bright when hdr is on)
-redid cubemap locations
-fixed some exploitable clipping oversights
-redid light positioning to not be so scattershot

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-fixed the janky tonemapping (this was purely an accident on my point when setting up the logic, the use of setautoexposuremin was used twice! Oops!)
-slightly lowered A cap times, slightly raised B cap times
-once A is captured respawn timers for both teams get decreased (experimental, might remove if it makes things less fun)
-modified the roof of A to make it harder for players to spam rockets / other projectiles from above
-added more health packs for the attacking team to use
-fixed a terrible sightline that negatively affects blu players from exiting their left spawn
-shortened the hallway on the left of B
-added a few ways for RED to counter BLU camping up in the rightmost chamber of the map (some of these "ways" are experimental, and might unbalance things)
-more spawn tweaks, mostly pertains to the placement of resupply cabinets

let's see how these changes affect the flow !!

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-added a third gate for blue team
-opened up the 3 exits for blue
-pushed back red's spawns / resupply cabinets
-tweaked cap times for both points
-redesigned A to be more fair for blue team
-reduced steepness of various hills
-removed the spam window
-made glass windows more visible / able to be perceived as glass from long distances
-added more resupply cabinets for blue team
-other minor layout changes

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-fixed the control point being a physics
-minor layout changes, mostly pertaining to cover
-opened up the room that Point A resides in
-lowered the cap time for B
-upon capping the first point, RED's respawn wave time increases slightly.

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-layout changes based off feedback
-added more ammo packs for engineers
-moved red's spawn a bit further away from the control point
-added another route to get through A after it is captured to hopefully prevent it from becoming a meat grinder (as some people have called it)

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-reduced A cap time to 30 seconds
-modified certain parts of the map to feel a bit more wider and open
-modified B to make it more fair for BLU and reduce sightlines into RED's spawn

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