PL Craggy Coast a5b

Craggy.

  1. toopliss

    aa toopliss deer

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    Craggy Coast - Craggy.

    Set on a coastal peninsula, BLU must push a payload cart bomb to blow up RED's ship before it sets sail for its maiden voyage.
     
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  2. Alternating Current

    Alternating Current L1: Registered

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    I like this alpha detail - the trimmed rooves, and that lighthouse off in the distance... 's cool.
     
  3. toopliss

    aa toopliss deer

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    A2 Changelog:

    • blu spawns are now not broken(hopefully)

    BLU spawn to A:
    • Widened and expanded bridge so it's not as cramped
    • Removed locked door room near blu spawn for gaining access to flank, now an unlocked entrance is provided with a route under the bridge
    • Added cover to side flank

    A to B:

    • Added more cover to areas near the area around A
    • Added additional flank for blu to gain height advantage before the ramp
    • Blu first forward spawn now has side exit, can fall into water to swim out to battlement

    B to C:

    • Removed flank that allowed blu to get behind red, replaced by a balcony that blu cannot jump off unless for explosive classes
    • Slight adjustment to cart path (moved to the left by like, 100ish hu)

    C to finale:
    • Widened and straightened side route right after C point area on the left
    • Replace indoor bridge at the top connecting C building to the uppper route near finale with a balcony drop down
    • Red now spawns where they would spawn coming out to C, except facing towards the old spawn doors for finale
    • Added full healthkit to an outdoor area previously could be used to prop jump up to finale, now prop jump is removed and it's only a dropdown for red and an exit for blu to the underground flank
    • Underground flank is now visible from cart path
    • Removed upper route flank that previously connected the side areas together, there's now an opening towards C at that path above cart path


    (and more that I might have forgotten...)

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    Last edited: Dec 17, 2019
  4. toopliss

    aa toopliss deer

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    a3 update changelog:

    BLU to A:
    • Remade side routes and some of the main cart path, hopefully making it slightly less tight all around[​IMG] [​IMG]
    A to B:
    • Cut off side path connecting the left building off from A (from BLU's perspective) to the room outside of BLU forward spawn
    • Removed a ledge drop off for BLU in the building above
    • Reworked B low ground and area around red second forward spawn to hopefully encourage usage
    • Closed off routes to the right of cart path beyond B and moved underground opening under point
    • Added new flank that opens to BLU once A is capped
    B to C:
    • Cut off some routes and opened a new one
    • Added additional forward spawn for RED that is different from the final spawn (opens up when C is capped to provide an additional route for BLU)
    C to Finale:
    • Remade last from scratch with new ideas
    Other:
    • (maybe something that I have missed)

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  5. toopliss

    aa toopliss deer

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    a3a update:

    BLU to A:


    • Shorten route on the left
    • Widened route inside right building

    A to B:

    • Added door that opens after A is capped, limiting access to the left building
    • Made it so the glass opening opens as a door after A is capped to the new flank
    • Tore off roof building at B low ground

    C to finale:

    • Added an extra point that, when captured, locks the top spawn door for red's final spawn room
    • Closed off a route that is formed after C is capped through red's third forward spawn
    • Added more windows in the final area for better Red player visibility for Blu
    Other:
    • Overall minor spawn time adjustment
    • other stuff that I might have forgotten

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  6. toopliss

    aa toopliss deer

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    Update:

    BLU to A:
    • Generally brighten up side route
    • Made a shack see through about to the right side building
    • Rotated metal sheet to remove route to sniper perch

    A to B:
    • Extended platform at behind B

    B to C:
    • Changed routing for side building at left

    C to finale:
    • Remove added point last version
    • Reworked spawn route for red

    Overall:
    • Some minor spawn time changes
    • something else that I forgot because I'm rushing this update log for an imp

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  7. toopliss

    aa toopliss deer

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    Positive Ratings:
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    a4 update:

    General:
    • Some optimization pass made (thanks @pont !)

    BLU to A:
    • Consolidated side route exits on right building, now only has lower exit
    • Consolidated flanks leading to a highground
    • Moved the location of the actual checkpoint
    • Opened up left building beside the point

    A to B:
    • Redid path from low ground below B to right in front of red forward spawn, now has actual gameplay
    B to C:
    • Added fence to block off an area that could be mistaken as gameplay area
    C to finale:
    • Changed some routes to the left of track, red now is cut off from going to sewer highground directly and blu has more secured path going to flank behind
    • Consolidated/Overhauled right building interior, now a big room and a path for blu to push
    • Added prop jump route at the end of the track
    Other:
    • maybe some stuff I forgot again oops I had this update ready for a week and never posted it

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  8. toopliss

    aa toopliss deer

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    Positive Ratings:
    59
    a5a Change Log:

    • Redid BLU spawn to A, area around A, A to B and half of the area around B
    • Minor changes to BLU initial spawn exit
    • Minor changes to RED forward spawn (after B is capped) exit

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  9. toopliss

    aa toopliss deer

    Messages:
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    Positive Ratings:
    59
    a5b Update:

    General:
    • Re-added cubemaps that was missing from a5a
    • Changed initial timer from 4:30 to 5:30
    BLU spawn to A:
    • Changed routing in low ground so it hopefully lets players rotate back from the low ground to the cart track easier
    • Changed to pick up placements to hopefully let BLU to have more of an advantage
    B to C:
    • Changed RED forward spawn exit layout
    C to Finale:
    • Slightly altered building design in one of the routes to hopefully guide players more towards the cart track instead of going up to where RED final spawn exit is

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