Blackmoose

PL Blackmoose a11

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
635
1,239
AsG_Alligator updated Blackmoose with a new update entry:

Update to version a5

-Extended the akira lift
-Added jumppads and a teleporter to help vertical traversal along the exteneded elevator
-Added lower area at final
-Opened up the tram platform access
-Added a one-way route from the tram platform to the upstairs area of A
-Which forced me to remove the old dropdown vent at A
-Added side route at final
-Probably some other stuff i missed

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
635
1,239
AsG_Alligator updated Blackmoose with a new update entry:

Update to version a6

-Teleporter now turns off when the akira lift reaches the bottom
-Door between REDs second spawn remains open until the akira lift reaches the bottom.
-Adjusted pipe placements around the dropdown next to the elevator
-Removed small lift from A
-Added a set of stairs at A to the top level instead
-Fixed train kill trigger
-Added a vent from the lab above B entrance to far side of the three beam room

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
635
1,239
AsG_Alligator updated Blackmoose with a new update entry:

Update to version a8

-Added some blockers to the upstairs area of A to block a nasty sentry spot.
-Added an extra dropdown route to the A area
-Tweaked spawn times for A
-Added falldamage negation to the akira lift
-Added an experimental openable fire door at C
-Made edges of the toxic vats slippery
-Added a sniper spot for blu at the C area
-Removed hurt trigger from rails in starter area
-Fixed missing tex doors
-Tweaked starter area layout

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Midlou

L5: Dapper Member
Jan 12, 2016
242
278
I played the map during UEAKCrash’s playtest, so I’ll leave this feedback here. I was super confused at first about why I kept dying out of nowhere. Turned out I was getting blown up by barrels while trying to spycheck. I hadn’t even realized they exploded. If even a tiny bit of fire touches one, it blows up and you instantly die. Honestly, I think that’s a bit annoying, especially if you’re just doing regular pyro spychecks. Same issue happens when you try to rocket jump and instantly die to a barrel hidden away in some corner. The barrel just looks like a regular static prop. It's red, but I don't think it stands out enough to say “hey, I explode.

Also, for the current a11 version, RED gets stuck on spawn after last (I think?) is capped; There are vehicles missing textures on BLU first spawn; There is a invisible wall in the catwalk just above the first point.

I really like the theme tho, the reversed elevator gameplay is very unique and fun