Andes

PL Andes A3

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Andes - It's Inca Hoots!

The Inca didn't have any wheels. But here's a payload anyway.

It's a pretty standard uphill 4cp single stage map. I went a bit overboard with displacements.

First Questions (for gamedays and imps):
-Just how overscaled is this? Where are snipers hanging out?
-Does red or blue have the advantage at the moment? Will have to do some balancing, I'm sure.
-Is it overly derivative from existing maps?

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Will edit later when I'm not as cranky
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
First thing I thought of when I read the title
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Looks pretty good, except that one grass texture that is in all 4 corners of the last screenshot literally looks like puke. I would suggest changing that as I know some people will comment on that to be changed.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,259
999
I've added your map to the imp list. It should be played within the next 24 hours.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Just thought this was amusing — the way you put your box around the bomb cart makes it look like it has a picture of the bomb painted on the side:

CAB9D5DBE659741B1CDC5F0148BCD8D439489637
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Woo, it's been a while, but Andes is back, folks.

-Clipping and trigger_hurts should be greatly improved. Of course fb is appreciated if I missed something
-In addition, the palace now is locked away until red can spawn there, so there's definitely no unwelcome jumper visitors
-Speaking of red spawn, yes the forward spawn is lower. Geometry around that area is also a bit different
-Still speaking of spawns, spawn teleporting now is a thing
-Cave area displacements should be about 80% less distorted
-The cart path is now made up of flat brushes, should be easier to see.
-Some other small-to-medium layout changes

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Read the rest of this update entry...
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Almost everything that changed was in the 2nd half of the map. Huh.
-Throne room lowered 128hu. Routes to it altered to fit
-More interior walls added to palace
-New route from main palace gate to throne room
-More geometry/buildings added to village area between points B and C, will hopefully provide more cover.
-Improvements to spawn doors, palace doors
-Slight changes to displacements, textures
-Assorted pickup promotions
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Read the rest of this update entry...