Blocked

PL Blocked A6

  • New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

a16

Changelog:
Changed cover around last
Added new structure on last, benefitting Red
Removed back smaller elevator area behind the large elevator and added some new ramps, as an experiment
Added new dynamic doors blocking the flank route behind the third capture point
Moved third cap back further again at the top of the elevator tower
Removed one of the one way windows looking into last, and made another on that same side two-way
Made the death pit on last more OSHA compliant
Tweaked some...

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

a17

Changelog:
Further changed the cover around the elevator, opening up the top a bit more in the process
Rebuilt the flank to the top of the tower
Added a deathpit in the opening area
Simplified the area to the left of the elevator, heading up
Did a few other small tweaks, I dunno, pear changed a bunch, it's his fault if its broken :)

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

a18

Changelog:
Opened upper building on the corner leading to first capture building
Added another minor death pit in the first area
Adjusted ground outside of last to minimize chance of fall damage for Red
Some other minor stuff

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

A19

Changelog:
Added a new staircase on last leading the lower area under to the upper platform, giving red a better way to rotate up from down there
Changed/ added cover around last a bunch, mostly benefitting red
Added railing to upper building facing the first cap building and one way window, benefitting blu
Added a new balcony/ exit on the structure between first spawn and the first cap building
Did some light flow adjustments around the map
Opened up blu's first spawn interior some
Added...

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

A20

Changelog:
Overhauled the elevator and surrounding area significantly, the elevator is now 2 levels
Changed a bunch around the opening area
Adjusted health/ ammo placement and size, including adding a new full pack over the deathpit in the opening area
Did some clipping and other small tweaks
There's some weird shadows now, I dunno, maps haunted

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

B1!

Changelog:
Began initial artpassing, mostly throwing around materials to get a vibe on the map
Adjusted cover in a number of places
Removed upper walkway crossing the first initial courtyard, and adjusted flow
Moved the third capture point back a bit
Adjusted gameplay flow around the elevator
Finally placed health/ ammo patches (you're welcome)
A bunch of other stuff, you'll see

Read the rest of this update entry...
 

MM1011

L1: Registered
Apr 15, 2023
48
22
I don't have any detailed feedback, but we did a quick playtest on a half full server of this map. Reception was generally positive, a couple of people on RED commented on difficulty navigating around the map. BLU generally didn't have similar trouble as far as I could tell. The verticality is interesting, though it might be a little too open/wide in places.
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

b2

Changelog:
Continued detailing
More layout changes/ streamlining around the elevator
Added new ramp that violently drops down when the elevator reaches the top (before the capture point)
Finally fixed rollback zone at the finale
Shrank payload cart a bit more
Removed solidity from all hanging block "ropes"
Fixed a number of awkward sightlines and probably added some more

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

b5

Changelog:
Added an elevator back to the elevator area (lol), that delays the cart as it raises the track section up
Removed the drill and turned the cart into a boring normal one
Removed the breakable wall section and the dynamic elements around it
Opened up the top area before the third point, to red's benefit
Added a platform of junk in front of Blu's final spawn that lifts up when the spawn is activated, blocking most of the upper area off before blu pushes through
Made the top of the...

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,381
5,534
Crash updated Blocked with a new update entry:

B6

Changelog:
Yet again renovated the area around the elevator, giving more advantages to red.
Removed the highest path on Blu side of the elevator space, and gave the upper left building to Red, adjusted to remove some brutal sightlines
A number of other small gameplay changes, I dunno
Continued detailing

Read the rest of this update entry...