burgeonois

CP burgeonois b1a

uwil

L6: Sharp Member
Nov 12, 2012
260
27
Burgernoise A13

-A cap time reduced to 25 seconds
-B cap time increased to 12 seconds
-redesigned B to make it more open and possible to take without making use of the dark arts
-redesigned A slightly to make defending more intuitive
-increased red's respawn wave timer after the capture of A
-other layout changes to make traversing more interesting and intuitive

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
very minor update for this one

-made attempts to fix problems with the setup round doors
-slightly modified B:
-the top most flank has far less cover than it used to
-thinned out some pathways to hopefully mitigate spawncamping
-re-added a second resupply cabinet to red teams spawn to make it easier to get health and ammo from the 2nd spawn exit
-added a health kit and ammo pack right behind B to give defenders a bit of a tiny boost

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-reduced red team's b respawn wave time
-increased blue's b respawn wave time
-pushed red's spawn further back and modified b to prevent round ending spawn camping on b
-added better guidance for taking the highground on a
-added additional high ground for attacking a, can also be used as a good defending area for red as well
-starting to texture parts of the map to just give ppl playtesting something new visually to look at, and to experiment with how it might look if it had a proper art pass

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-reduced a cap time to 18 (from 20)
-minor a layout changes to prevent certain sentry spots from being too powerful
-modified healthkit/ammopack positions to be more intuitive, some of their values were changed as well
-modified B's routing to make it more intuitive to blue team to switch flanks from the rightmost flank
-more experimentation with details, some were changed to be more consistent with other parts of the map.

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-increased A cap time to 22 seconds from 20
-modified respawn wave timers for both teams
-modified A's "courtyard to be more open and allow to quick rotation between flanks
-simplified the pathway between A and B (I still am not proud of my current solution and will probably need to change it in a later version, but I just want to see how it plays)

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-the change in blue's starting position + the change in pickup value / locations made the map more sided towards the attacking team so to change this, blue's position has been moved a bit back and their respawn wave time has increased across the board, health pack values have been further tinkered with
-a layout slightly modified to give defensive players an idea on how to defend
-made the starting lobby for b point more interesting
-increased a cap time to 25 from 24
-decreased the steepness of some ramps
-redid cubemaps so there will be less errors on reflective surfaces like the tiles in both teams spawns

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-made some minor layout changes to a to make it a bit more defendable
-widened up some areas on b
-red team respawn time is now consistent across both points, and is now increased when defending a
-other pickup modifications

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-modified b's layout dramatically to make it more easy to hold and more risky to push from the red team's perspective
-fixed clipping issues
-reduced starting timer by 30 seconds
-added the amount of time capturing a provides by 30 seconds
-reduced blu's respawn time when capturing a

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uwil

L6: Sharp Member
Nov 12, 2012
260
27
-reverted all layout changes made in a20
-fixed most if all displacement blending / sewing issues
-details galore
-areaportals galore + other optimizations
-added a 3d skybox
-everything is now textured properly
-repacked to reduce filesize dramatically

It seems like the quirks in how this map plays (Holding point on B is not an option versus pushing back) are impossible to fix unless an entirely new map was made. So this is the final update (for now).

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
How do you pronounce this map name? I've been reading it "bur-gah-noice" but I don't think that's right.