Batteringram

PL Batteringram A15

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
A11
I wasn't home when a10 was tested on the server and the demo website is still bwoke so I'm not sure how some of those changes played out. Hopefully the shorter spawn time for red aided in there defence of last. Though iIdo see that blu won the round 3 out of 3 times.
In this update I made a few more changes to last and some minor tweaks around the map.

- added medium health pack by waterfall of first area
- removed health and ammo packs under bridge
- added platform near water fountain
- added more fences by the church
- added fence to break up sightlines to last on right flank high ground
- moved door way over on right flank
- added windows on the right flank at last
- rerouted exit of left flank
- blocked off portion of area under archways near building of left flank to last
- enable / disable spawn visualizers
-clipping on stone fences around map

Read the rest of this update entry...
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
A12

I finally had some time to come back and work on this map. I made a ton of changes and redesigned a majority of the map. Ill list off some of the bigger changes..

- cart now starts in the water area
- raised water level
- moved location of capture points
- added completely new area ( CP C)
- map now has 5 capture points total (from 4)
- rebuilt last

20190125071511_1.jpg
20190125071523_1.jpg
20190125071538_1.jpg
20190125071605_1.jpg
20190125071622_1.jpg
20190125071652_1.jpg


Read the rest of this update entry...
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
A14

I made a ton on changes for this version. The biggest change being that I completely removed capture point D, the church / water fountain area. I really like how that area looked but gameplay wise it did not work play very well. Plus the map felt too long with so many capture points. Worked a lot on cleaning up and stopping long sightlines in the first area. Then rebuild the connecters that lead to last. Opened up and worked on the routes for capture point C. Made a new second forward spawn for blu team. Plus a bunch of other minor things. Im very pleased with this version and can't wait to playtest :3

Read the rest of this update entry...
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
A15

I made a lot of changes with spawn locations and capture point locations for this version. As well designed most of last, so hopefully blu has a better chance at pushing into it. Last version had some op sentry spots and awkward flank routes at last.

- moved red's first spawn closer to first area of the map
- red spawn at last once second capture point is captured
- moved first capture point further to after bridge / inside area (similar to like it was in older versions)
- moved second and third capture points further as well
- scaled up missed water texture
- add a frog
- added staircase to drop down near second capture point
added rollback zone before third capture point
- added route near third capture point, where red's first spawn use to be
- moved health and ammo pack closer to red side to hopely in aid in sentry spot near third capture point
- longer respawn time for red after third capture point
- less push distance for the cart to last capture point
- widened the choke at last
- remade most of right flank to last
- added windows for better vision of areas at last
- health and ammo packs have slightly less travel time to retreat for for blu at last.
- different spawn doors for red at last
- add a few info_lighting to help with dark props

Read the rest of this update entry...