Artillery

CP Artillery b2

zahndah

professional letter
aa
Jul 4, 2015
765
647
Artillery - big gun

WOOOOOOOOOOO I'm back after a 3 year break doing uni and getting a degree.

Doing a Zahndah Classic making the last CP operate on a 500hu height difference, very curious to see how this can play out in an interesting way.
 
Last edited:

zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a1a

Added an extra route between points A and B, to make the connector slightly less restrictive (but should still be somewhat of a choke point)

Also redid lighting and ambience of the level, adding more small details which should have a minor impact on gameplay.

(everything shiny is a bit bright rn, dw about it)

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

big gun

Many things changed, most notably adding a humongous, rotating AA gun into the map.

-new blue spawn
-geometry on approach to A changed, in the goal to make height differences feel less overwhelming and give Red team a more proper place to hold the point from.
-A -> B Connector completely remade, is now far more open, less restrictive and straight forward than the previous confusing corridor-y design.
-B point completely remade, now based around a massive rotating AA gun, which depending on...

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Last edited:

zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a2a

small redesign on point A and the lobby around it, opening the map up a bit as it still felt slightly claustrophobic
Removed some walls / sightline blockers in the A-B connector, as they were unnecessary and also made the map claustrophobic
Opened up B point and moved Red teams highground overlooking it back to make it feel less oppressive.

Also made it prettier.

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

smol

small update while waiting for testing,

made red's forward hold area for point A more distinct from their backward hold.
Improved red's forward hold for point B, it still may be kinda sussy though.
Removed several health and ammo pickups, as i felt there were too many.
Adjusted capture and respawn times slightly.

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

A whole new world

Redesigned the entire map anew, focusing on simpler and wider gameplay areas to make the map feel far less claustrophobic and confusing to play on.

Except the big gun, the big gun stays.
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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

small improvements

Pondered on the map and have made some changes to things i wasnt totally happy with.

Moved blu's forward spawn to be slightly behind A point rather than next to it
Shortened and redesigned the A-> B connector, should be more intuitive
Created a large OOB deathpit along the side of the map, allowing for more themeing
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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a5

This update aims to give blu some more meaningful options to attack A point, as well as reducing the openness of point B slightly to give shorter ranged classes more play, and make flanking completely behind red team without them knowing less trivial.

-shortened distance between blu spawn and A by about 250hu
-blocked / obscured some sightlines onto A point
-reduced the visible range of sightlines down the road on the way to A point
-themed BLU teams initial spawn
-added an additional route...
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cp_artillery_a50002.jpg

cp_artillery_a50003.jpg

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a7

-redesigned A point highground area & the warehouse flank - This should make attacking red's hold on A feel much less one dimensional.
-changed geometry around the A point lobby area, as this area felt like dead mans land before and now is a much more reasonable place to approach the point from as BLU
-reduced blu team respawn wave time on point A
-reduced cap time on A point

-redesigned A->B connector, narrowing it and slightly moving where BLU teams entrances to it are, as players were...

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a7b - experimental

A lot of changes designed to hopefully help focus the gameplay of the map. Overall these changes should lead to more fast paced, close range combat as many engagement ranges across the map have been shortened.

-narrowed the entire area before A point by about 600hu, removing the most out of the way route for blu as blu were feeling very spread out on this point.
-narrowed B point by pulling in the cliff side area of the point, again that route was very out of the way for blu and this will...

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zahndah

professional letter
aa
Jul 4, 2015
765
647
zahndah updated Artillery with a new update entry:

a8

-reduced red respawn time on A
-redesigned A forward hold to be slightly more defensible for red, and to not encourage them to overextend as much
-added some geometry on A point to cover sightlines, slightly improving defensibility
-improved ammo accessibility on A point

red should hopefully be able to hold this point now lmao

-added an additional entrance to the A->B connector lobby, giving A a highground position to push into this area from.
-increased red respawn wave times on B point...

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