Baunsberg

PL Baunsberg A4

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
Baunsberg - To-be Payload map set in a rottenburg-like town in fall. High chance of being stinky.

Introducing Baunsberg; currently an in alpha sitting payload map that, as always, probably is a bit too large at some edges.

I'll complete this one trust me.
 

SwaggyZeal

L1: Registered
Jul 30, 2018
32
28
Bruh you have soooooo many medium health and ammo kits around the first area, I highly recommend deleting some and just reducing the amount of them. Too many health kits means no reasons for meds and dispensers, and also red will camp blu so hard. It's an easy fix but an important one.
 

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
Bruh you have soooooo many medium health and ammo kits around the first area, I highly recommend deleting some and just reducing the amount of them. Too many health kits means no reasons for meds and dispensers, and also red will camp blu so hard. It's an easy fix but an important one.

I'm well aware of that. I usually go overboard with medkits and the like in the first version of map because dealing with too many of them is more bearable than dealing with too little of them. Given the map has yet to be tested, we'll see if what you are saying is true however you are likely right.
 

SwaggyZeal

L1: Registered
Jul 30, 2018
32
28
Well I could be absolutely wrong, that's the beauty of map tests. :D
 

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
- fixed red getting stuck in spawn because respawnroomvisualizers are acting up

"There are two things which are endless, the universe and the amount of problems you get when you work on map logic when you are really tired, and I'm not sure about the first one"
- Albert Einstein, 2016

Read the rest of this update entry...
 

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
This Update... basically remade the entire map because I personally was not satisfied with it. The general structure is the same, however as far as anything else goes, its entirely different.

PS: Dealing with map logic still is a massive pain.

Read the rest of this update entry...
 

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
- Added a flank route around the path to the second cap
- Added a flank route around the path to the third cap
- Expanded a variety of roofs to make it clearer you cant stand on them
- Added a few arrows to help navigate
- Adjusted respawn times
- Slightly curved the path under the bridge of First to make the sightline less oof
- Hopefully fixed RED getting stuck in the first spawn
- Replaced the wacky rocks with a ramp after first
- Fixed a few holes
- Raised the RED respawn around Last to prevent BLU obtaining the high ground as easily
- Fixed the bomb pit not having a working trigger hurt

Read the rest of this update entry...
 

Fluury

L5: Dapper Member
Jul 30, 2017
237
171
Hiya. It has been a decent amount of time and quite frankly, I took a rather large break due to bigger circumstances taking up my time (cough smash ultimate)

But either way, here is a map update. To be quite honest I do not remember a bunch of stuff that was changed, so the changelog is gonna be pretty vague.

CHANGELOG A4:
- Reworked the last and second point by adding new paths and flanks
- moved bridge area at first to block a few sightlines
- hopefully fixed a few map logic issues

I fear that I mightve broken something in the course of fixing something else but as ever; Testing will reveal that stuff sooner or later.

Read the rest of this update entry...