Staggering Rock

PL Staggering Rock a16c

Vert

L2: Junior Member
May 30, 2014
71
21
Small update, most of my focus was improving D, which will still need more major improvements.

A
  • Added a bit more fencing to nerf Red snipers, might not keep

D
  • Gave Blu more routes and options, usually in making it easier to reach the more advantageous spots without running though the choke
  • Limited sniper angles from the upper deck for Red again
  • Moved Blu spawn to the other side of the B-C connecter room, so that they don't need to pull a 270 degree turn to reach D, as well as to make it harder to camp.

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Vert

L2: Junior Member
May 30, 2014
71
21
Few structural changes, I think the layout is close to done (even though it aint perfect, but whatev, I enjoy playing it). The only place that could really need changes is D, and maybe C.

I did a fair bit of detailing, so it seems to me that the next version will be b1

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Vert

L2: Junior Member
May 30, 2014
71
21
Small adjustments to respawn times and timer lengths, to prevent B (and to a lesser extent, C) from being rolled after A.

Adjusted the bridge at A to (finally) feature a roof to prevent stickyspam over it. Also added a brush to completely block projectiles coming over this wall, as well as some buildings at B.

Adjusted some health and ammo to make pushing D less unbearable, and make pushing C less free.

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