spruce

L3: Member
Aug 14, 2022
102
28
spruce submitted a new resource:

Dachsnel - A/D Bite sized Steel Badlands looking Dustbowl clone a la Mountainlab 3CP

Small linear 3 Points A/D
Conceived and released in under 16 hours
Map signature: "One of our employees ordered five times more arrow signs than necessary"

Notes:
The map might be chokier than it needs to be

All buildings were made first with Nodraw and later changed into dev texture, they should look like (cp_)Steel themed buildings

Pickup overlays were laid lazily, they will be readjusted in the future

It is heavily optimized and should run smoothly in MOST parts of the map

This is my...

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spruce

L3: Member
Aug 14, 2022
102
28
spruce updated Dachsnel with a new update entry:

Alpha 2 release

New Dachsnel update, changes include:

- Reworked Blu Spawn to Point A area for better pathing.
- Edited Point A to allow for more freedom.
- Added third exit (high cave flank) to Point A to access the Point B courtyard.
- Edited B courtyard to help attackers and have more open terrain.
- Reworked Point B to allow setting up as Red team.
- Increased capture rate in Point A from 6 seconds to 11, B from 6 to 7.
- B to C path reworked
- C and Red spawn reworked, needs testing as I do not have...

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spruce

L3: Member
Aug 14, 2022
102
28
spruce updated Dachsnel with a new update entry:

Alpha 3 release

New update for Dachsnel, changes include:

- HUD Points now have letters
- Point A's walls have been made thinner to properly represent a wooden building and add more space
- Added a one-way gate to the high cave flank from Point A to B Courtyard
- Changed the other Point A -> B courtyard connectors
- Edited B courtyard
- Added Blu spawn in B courtyard that is enabled after Point B is captured
- Remade B to C area connectors
- Overhauled Point C and its courtyard (again) with far more...

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spruce

L3: Member
Aug 14, 2022
102
28
spruce updated Dachsnel with a new update entry:

Alpha 4 released

New update for Dachsnel, changes include:

- Added forward spawn for Red behind B, it is locked and disabled after B is captured
- Reduced starting timer and point capture timer increase
- Shifted spawn wave timers and capture times again
- Nerfed multiple sightlines, might not be enough
- Edited Point A's room and changed A > B routing lightly
- Edited B courtyard to (try and) favour Red team
- Added another "Engineer spot" to B
- Red is forced to respawn when A is captured
- Edited C...

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