PL Canale A6

Heronherald

  1. Heronherald

    Heronherald L6: Sharp Member

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    Canale - Heronherald

    This is my entry in the Payload Checklist Contest, blu is pushing an airboat full of explosives through the canals of Venice to stop red from moving a tugboat full of explosives. I just noticed that RED and BLU both own boats full of explosives.

    Here's the checklist
     
  2. savvaisnotagirlolbbq

    savvaisnotagirlolbbq L2: Junior Member

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    71
    This is the most interesting map I've ever seen in the contest, and I saw one that combined CTF and PL. This map reminds me of the CS 1.6 vehicle maps. Can't wait to playtest this and see its final product. :)
     
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  3. Heronherald

    Heronherald L6: Sharp Member

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    The first playtest was a blast! rn I'm looking through the feedback and editing accordingly. You guys are awesome!
     
  4. Heronherald

    Heronherald L6: Sharp Member

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    Update, yay

    These were all requests from a playtest

    Added some neat arrows to red's spawn courtyard

    Made Red's spawn slimmer
    Replaced the walls in the track between 2nd and 3rd with a house Made some nifty gates that open when the boat gets close and close when the boat gets far enough away
    Added a little alcove near the bridge Replaced the fence props in the sewer at first with a brush Added a 1-way door to the hallway near 3rd Reduce the cafe's occupancy Added this little backyard area to the hallway building near 3rd New flank route near 3rd New window Replaced a few props w/ brushes Super mario time Fixed the lip here The entrance to the new flank route

    -fixed the boat's pushy nature as well as removed it's ability to keep stickybombs on it

    -You no longer get stuck in the airboat

    -The healing beam now comes out of the cart's dispenser funnel... thing

    -pushed red's spawn back

    -Removed the annoying light on the boat

    Read the rest of this update entry...
     
  5. Heronherald

    Heronherald L6: Sharp Member

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    Another update based on community feedback!

    A new flank at the chokepoint
    The stairs at first were removed Another glimpse at the flank Wider catwalks and higher ceilings at last The flank at last was shortened, The original farthest exit was replaced by a little building Another look at the building
    -Scaled up the water texture again

    -Added ramps to crucial areas in the water

    -Added more signs to assist players in navigation

    -You are no longer forced into the water at red's first spawn exit

    -Fixed the teleporter at red's spawn not working

    -Changed the contents of some health/ammo packs

    -Fixed a few spots where you could get stuck in the boat

    -Tweaked some annoying spots here and there

    Read the rest of this update entry...
     
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  6. G.bo

    G.bo L4: Comfortable Member

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    Positive Ratings:
    173
    I saw the changes to the boat you made, and I love how you used the Asteroid bridge prop as the flooring of the boat. It fits so well with the size of the boat and really makes it pop!
     
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  7. Heronherald

    Heronherald L6: Sharp Member

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    I'm running out of creative update titles

    Added this door to the house past second that opens when second is capped
    Closed up some of the red house Added this ramp Further reduced the cafe's occupancy as well as elevated it a bit Added a new exit for red's first spawn Added little ramps so you dont get caught up underwater Added two new sniper windows for attackers Replaced one of the signs in red's first courtyard with an overlay
    Added a crate jump here


    -Removed the blinking missing texture water glitch

    -Added more cover to the bridge near second

    -You no longer get stuck in the cart when it turns

    -You cant faze out of the cart anymore

    -The cart now has a proper outline

    -Increased the carts "distance between wheels" from 10 to 50

    -Made the sewer door at blu's first spawn at the start of the sewer

    -Fixed up some clipping

    -Changed the "backyard" area to an indoors area

    -Replaced the buggy door at last with a brushwork door

    Read the rest of this update entry...
     
  8. Heronherald

    Heronherald L6: Sharp Member

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    Blam, update. Here are the patches

    Added a flank route to last for blue from the catwalks
    Added a huge flank at third Added another flank between first and second Made just about all of the cobblestone walls at first higher

    Small changes include

    -Changed the size of some packs

    -Clipped some small edges

    -Decreased the cart's speed

    -Fixed a sightline into blu's spawn

    -Added some more cover to last for RED

    -Removed a sightline at second

    Read the rest of this update entry...
     
  9. Heronherald

    Heronherald L6: Sharp Member

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    Canale is on the Workshop! Check it out!
     
  10. Heronherald

    Heronherald L6: Sharp Member

    Messages:
    254
    Positive Ratings:
    129
    Hey... That took longer than expected

    Added a cubby to the building at first
    Gave buildings containing spawn rooms basic textures Added a lip here for easy access to the boat at 3rd Added a tiny lip here to limit a terrible sniper sightline at last

    The small changes include

    -Removed a spot where you could build underwater

    -Fixed some floaty props on the cart

    -The cart has more path_tracks for turns

    -Added some very basic textures to some areas

    Read the rest of this update entry...