- Mar 21, 2009
- 121
- 27
CHANGES to E and A
Ok so I've made changes to E and A in order to lessen the sniper and general higher ground fears of dominating E.
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First of all E. Added a lot more cover while staying faithful to the theme of the map [dumping of weapon transport and waste at river bed]. Not only is there more cover for when E is finally exposed, but also the top of the cover themselves are jumping platforms when the water is still full.
Above shows a jumping path for scouts. they can now get to the dam faster and prevent domination.
When the water lowers to -1 there is yet another path usable by everyone. see below
When water is at zero you can now see the full cover available from spawn to dam. No more worries of snipers. There are underpasses and hidden areas of main path to hide teleporters.
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Second, theres A. I've moved up the splash damage walls closer to the ledge on BLU side and made them higher so they are easier to hit by rocket and sticky. This will decrease sniper capabilities.
If they stand behind the splash walls, they no longer have an angle to shoot down to E
On red side of A I've removed cover by lowering all panels or removing gaps between panels so they sniper cant shoot from behind. I've also added spy / engie haunts on A and broken up the open space.
Ok so I've made changes to E and A in order to lessen the sniper and general higher ground fears of dominating E.
---------------------------------------------------------------------------------------
First of all E. Added a lot more cover while staying faithful to the theme of the map [dumping of weapon transport and waste at river bed]. Not only is there more cover for when E is finally exposed, but also the top of the cover themselves are jumping platforms when the water is still full.

Above shows a jumping path for scouts. they can now get to the dam faster and prevent domination.
When the water lowers to -1 there is yet another path usable by everyone. see below

When water is at zero you can now see the full cover available from spawn to dam. No more worries of snipers. There are underpasses and hidden areas of main path to hide teleporters.


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Second, theres A. I've moved up the splash damage walls closer to the ledge on BLU side and made them higher so they are easier to hit by rocket and sticky. This will decrease sniper capabilities.
If they stand behind the splash walls, they no longer have an angle to shoot down to E

On red side of A I've removed cover by lowering all panels or removing gaps between panels so they sniper cant shoot from behind. I've also added spy / engie haunts on A and broken up the open space.


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