Crestfall

PL Crestfall A9

half

aa
Feb 15, 2015
70
20
half submitted a new resource:

Crestfall - multistage payload in and around a rainy alpine mountain base

  • an update so large we just had to skip version A6
  • final TFConnect contest version
  • stages are now combined
  • timers/time added on caps adjusted appropriately for multistage pl map
  • artpass by @blucheese
  • various gameplay changes including but not limited to:
* widened walkways near 2nd stage's A point
* bridge across cave exit near 1st stage's A point
Screenshots:
20231210100902_1.jpg
[ATTACH...

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half

aa
Feb 15, 2015
70
20
half updated Crestfall with a new update entry:

A7B - post-contest polish/bugfixes + bonuses

THE CONTEST HAS CONCLUDED! Crestfall placed 2nd overall in Gameplay and 4th overall in Visuals, which is great (even though no signed posters...) and we are proud of the map we've made so far. Congratulations to the winners and thanks to 14bit and all the judges, as well as the public voters and playtesters!

A7B is a quick version meant to address several minor (and one kinda major) issues around the map. I fully intend on continuing to develop this map after this point, but I will need to...

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half

aa
Feb 15, 2015
70
20
half updated Crestfall with a new update entry:

A8 - various fixes and a few balance changes

back at it again. thanks to all who have playtested and left feedback! this might end up being the last version before beta. might not though; we'll see.

notable balance changes:
  • changed red's respawn wave time on stage 2 B point from 6s -> 7s
  • blocked off formerly open window at stage 2 B point left-side attacker flank
  • added a staircase to connect BLU's flanks at stage 1 A
  • stopped force-respawning red on capture of stage 1 A to hopefully encourage them to set up farther...

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half

aa
Feb 15, 2015
70
20
half updated Crestfall with a new update entry:

A9 - sightline blocks and a few minor changes

changelog:
  • quieted the secret object in blu spawn's water
  • blocked slightly extreme sightline from the attacker left-side flank after A on stage 2 to the main door going into the B area
  • fixed a stuck spot on some crates in the cave on stage 1
  • redid rocks in stage 2 A area to prevent sniper from jumping up and having a sightline directly to spawn from the rocks while most of his body was covered
  • removed a few overkill signs
  • blockbulleted (probably) all glass windows...

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