Blocked

PL Blocked A9a

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash submitted a new resource:

Blocked - It's funny because there's lots of blocks and there's also routes that are blocked

A full length payload map set in a marble quarry, for the Stack the Deck contest, fulfilling the following cards (plus more!):

Gameplay-
Delay Mechanic (two of them!)
Functional Elevator (two of them!)
Two objectives within 1024hu (two of them!)
It will eventually have a non-deathpit hazard (or even two of them!) but I haven't implemented it yet

Eventually we'll have (at least) the following detailing cards-
Hero Prop
Non-US location
Notable Vista

Working with Pear for custom assets/...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A2

A2:
Added new forward spawn for Blu after second capture
Made it so the timed automatic cart rollback cannot push you back down the elevator after you have locked it in at the top
Added a new ramp to get up to the highest point of the elevator route from the middle level, this should help blu get up from the right side easier, giving them a new route to attack from, while still having low ground disadvantage
Added a new red defensive position next to the cart path coming into the elevator...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A3

Added some more resupply cabinets to Blu's initial spawn room
Fixed spawn points that weren't supposed to be active for Blu after the second capture (again... different ones... shut up)
Added new smaller route into first capture room, providing a small amount of height for Blu to take advantage of to help break a hard hold
Removed some cover that had benefitted red from first capture area
Changed the delay blocker walls after first cap to a hard stop for 6 seconds each wall as the cart drill...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Some changes:

20240320153000_1.jpg

20240320153009_1.jpg
20240320153057_1.jpg
20240320153020_1.jpg



Mostly sticking to smaller adjustments to the layout for this test, before I try anything bigger. I think the map isn't too far off.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A4

Dramatically opened up the areas around the elevator and changed some of the geometry around to be a bit more interesting
Slowed the elevator down significantly
Opened up the left flank exit of Blu's first spawn so they are more exposed while using it (Thanks for the suggestions, Diva Dan!)
In the process of the previous change, shrank the defense focused building next to the cart path down, leaving much less room to stand in it hidden from Blu
Changed the dynamic red-side upper walkways in...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A5

Readded/ adjusted some of the cover around the elevator area, having successfully managed to make it holdable with the last version
Removed the logic that rotates the ramps around the elvator area as an experiment, I may have been overthinking this
Added a new walkway and platform on last as a quick experiment to give red a bit more high ground
Temporarily hid one of the newer ramps climbing up the tower, as it felt like it made it too easy to push up for Blu ahead of the cart
Removed a wall...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A6

Sped the elevator up a bit (from 20% regular cart speed to 30%)
Readded some cover in elevator area
Readded ramp up to top of elevator area
Added some minor props around to help visualize the theme
Shrank the payload cart slightly
Lessened the delay before the walls break by a second, each
More health/ ammo adjustments
Fixed a few spawn room related bugs (thanks Midnite!)

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A7

Opened up a new route connecting the spiral staircase in the back corner of the elevator area to the middle level of platforms, giving Blu another way up, and making the spiral staircase much more useful
Added gate covering the front of the top of the elevator that opens when the cart locks into place at the top, this will force Red to push out around the tower more to stop Blu's ride up
Adjusted cover around elevator area to further advantage Blu, having made it very difficult to push...

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A8

Changelog:
Remade tower on last with a more usable second level on it, with some added cover. Also put it in an instance to make future changes easier.
Added a lock on the elevator after the cart passes half way, finally!
Finale explosion now kills players, as a treat
A bunch of small changes, I forget

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Crash

func_nerd
aa
Mar 1, 2010
3,322
5,500
Crash updated Blocked with a new update entry:

A9

Changelog:
Redid displacements on last to provide less cover for blu while pushing the cart into the final cap
Added new upper area that the smaller elevator can lift you up to, overlooking the choke point going towards last (should benefit Blu pushing through), access to this area opens up after second to last capture
Removed the ramp going up to upper access door overlooking the first capture room, this should limit it to only being usable by jumping classes, now
Adjusted some of the cover...

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