Catwalk 72

Catwalk 72 A3

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Catwalk 72 - PL map made for the 2020 72 hour jam

Featuring a windmill

My first successful attempt at a 4CP Payload map, where each point is unique in some way.
A- Red gets high ground but have to sacrifice it to guard the cart.
B- Cart is on thin highground that wraps around a windmill. Features a stupidly powerful flank which I'm afraid will make or break this point!
C- The cart goes up a spire.
D- The cart is on an exposed catwalk, up high.
 
Last edited:

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
  • Biggest change was to give Red a forward spawn at C so they don't have to walk all the way from last to reach A. Increased Red respawn wave time to compensate.
  • Fixed Blu forward spawnpoints always being active
  • Added small rollback zone to finale
  • Additional health and ammo to help defenders during setup time
  • Blocked D dropdown until C is captured to stop players trying to rollout into a dead end
  • Added some more cubemaps
  • Small touch-ups

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FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Last update before the Jam ends I think!
First playtest was mixed. It caused some players to leave out of frustration which sucks, but on the plus side I got feedback like "!gf I like round door". Biggest issue was definitely D, which was a tough pill to swallow because it's the namesake of the map!
I was surprised that people seemed to like A the most, when it was the point I threw together most carelessly towards the end of the blocking stage. 100% win rate for Blu seems to definitely show that I favour offence over defence for fear of bad chokes.

-Completely overhauled Red's defensive structures at last
-You can now access the Catwalk from the lowground via pipes
-Added ammo to key defensive locations at D (previously I had assumed being near to spawn would mean defenders wouldn't need ammo)
-Simplified areas around D to make them smaller and easier to focus
-Experimental: Blocked off some hallways at C to try and nerf annoying Spies and flankers and concentrate more around the objective. Also reduced some ammo kits. Because I'm so afraid of having impenetrable chokes, I tend to go overboard with flanking options and I think this led to some of the frustration (that wasn't at D) in the playtest. Hopefully point C will stand for longer now.
-Reduced Red respawn time at C to 7 (from 10)
-Added doors to prevent over-the-top flanks at A. They open after A is captured
-Experimental: The Stupid Flank closes after A is capped, making it more of a rollout route for Red at round start. I think it disorganizes everything around B, and it feels way too simple for Blu to use and stop any B defence before it can start. Thought heavily about whether I should do this, because I don't want the final version for the Jam to choke at B. But I think it's for the best and I never even saw a hold at B that lasted long.
-Simplified Stupid Flank
-Clipped off Blu spawn 1 roof
-Raised clip brush over fence at B
-Fixed being able to build inside Blu spawn 1
-Brightened some areas
-Sewed displacement seams
-other stuff idk im tired, doing this at 4am

-Todo: I think last is still too big in some areas. A sentry being able to shoot the far wall from the balcony in front of the catwalk would be a comfortable distance. Should shrink the catwalk doorway and bring the back wall closer, kills sightlines a bit too

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