Altitude

PL Altitude A9

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
So, the biggest thing I got out of this map so far is that it is long. Very long. Walking from one first spawn to another is quite a task without teleporters. Also, I didn't notice a lot of metal for the first point for RED especially. Might want to consider upgrading some of the packs closer to the point. And the sightlines are a bit of an issue. The cave stretching from first point to second in particular has an obnoxiously long sightline that can be sniped for days.
Saying that, I quite liked the third and fourth points. The fourth in particular was quite nice, much better sightlines, better cover, much more difficult for BLU to push through, and the walk didn't feel quite as punishing for dying as BLU.
If this is your first payload map, it's quite good, just a tad long and needs a few sightlines cut off for snipers, in my not-experienced-at-all opinion.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
A2 changes:
  • Added signage
  • Increased lighting
  • Increased pickups
  • You shouldn't get stuck in Red's initial spawn anymore
  • Added additional flank and cover for point A
  • Added flank and blocked a sightline in the cave
  • Added cover to Red's last spawn
  • Can no longer snipe from last to first because there's a building there now
  • Added various structures and props everywhere

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Last edited:

sooshey

:3c
aa
Jan 7, 2015
514
410
Changes made in A4:
  • Red spawn door no longer broken, allows both teams in and disables resupply locker upon capturing B
  • Added new flank into last building
  • Added more signs
  • Shortened distance between A and B
  • Added a few more pickups

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sooshey

:3c
aa
Jan 7, 2015
514
410
Changes made in A6:
  • While i think of the best way to keep red players from going the wrong way, there are signs in the way now. You can't miss it :p
  • Blu has a second forward spawn they can use upon capturing C
  • Layout around B changed yet again
  • Textured most of the map because why not
  • New screenshots!

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sooshey

:3c
aa
Jan 7, 2015
514
410
The map itself is very intresting and nice maybe you could adjust some of the missing rails.

The track path isn't yet finalized so having some missing rails will make it easier for me to move the track around should i need to (and i know i will, i need to redo last at some point).
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Now that I have a functional hard drive again, here we go:
  • Moved payload starting point forward a bit
  • Fixed some clipping issues
  • Changed the under-the-building flank to A so the ramp is less steep
  • Made a flank into last more obvious for blu

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