PL Dayspring a7

A 3CP Alpine themed Payload map made for the Rule of Threes Minor Contest

  1. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Dayspring - A 3CP Alpine themed Payload map made for the Rule of Threes Minor Contest

    That dastardly Red team are on the run after getting blue team mad! They've been chased into the local cliffside sawmill and are looking to escape via the train! Help Blue team blow up their means of escape, or help Red team fend them off to make your great escape through tall cliffsides, treacherous sawmills and even trains!
     
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  2. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Positive Ratings:
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  3. Billo

    Billo L10: Glamorous Member

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    Looks interesting
     
  4. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Moved in and sized down the area around Last
    Changed one of the routes leading to last from the sawmill
    Removed one of the fences around B to open it up a bit
    Changed one of the Playerclip brushes to NoDraw to prevent part of the map from rendering when not in use

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  5. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Changelog:


    Completely revamped Last
    To win the round, Blue must now have the cart be sliced by a saw rather than hit by a train
    Train was completely removed, may re-add as a background element eventually
    Made the Sawmill area larger to accommodate it housing a control point
    Changed Red’s final spawn and moved it in closer to accommodate the change in the Last point
    Added a roll backwards and a roll forwards zone to the cart track
    Reduced the maximum round time from 10 minutes to 8 minutes
    Revamped the main transition route between A and B
    Turned the main transition area between A and B from a cramped indoors area into a more open outdoors area, pathing is mostly the same however
    Added some cover in the area outside red/blue’s forward spawn by point B to accommodate the more open area
    Added a door that closes off the bridge entrance from the B building and Last once B is capped
    General lighting adjustments
    Added some overlays, some for marking, some for flavour!
    Adjusted health and ammopack locations, as well as resized some of the existing ones
    Did not update the localization files

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  6. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Sized down Last
    Completely redid Red’s final spawn
    Added an extra flank from Red spawn to Last
    Filled out Last a bit with some props
    Sized down the area around B a bit
    Adjusted the skybox around Last/Red’s final spawn a bit
    Updated Red team’s localization files

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  7. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Applied NoDraw to any unseen textures to boost performance
    Added props to various places to fill out empty space and provide some better path rotation
    Partially revamped the opening area
    Partially revamped the area around B, namely Red/Blue’s forward spawn and the surrounding area
    Removed the long and windy cart path between B and C in favour of a more direct and shorter path
    Moved the C building/Red’s final spawn back and added an extra room to compensate for the new cart path
    The cart path in said new room is a small split path!
    Adjusted C by adding some more props for cover and a new path into last for both attackers and Red
    Added health and ammo pickups and adjusted some already existing ones
    The brush railings in C have been replaced with prop railings in order to disable their collision
    The overlays on the C building work now, and added/adjusted a few of the existing ones
    Re-built/fixed the cubemaps
    Did not update localisation files, oopsies

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  8. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

    Messages:
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    Positive Ratings:
    13
  9. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Sized down parts of the map, namely: Last and the area surrounding it, the area coming towards B from A, and the opening area

    Attempted to fix the issues involving the respawnroom visualizers in Red/Blue’s forward spawn and Red’s final spawn

    Extended the time between enabling and disabling for the trigger_teleport in Red’s forward spawn

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  10. DoctorDoomtrain64

    aa DoctorDoomtrain64 func_witch

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    Positive Ratings:
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    Completely overhauled B, adding more height and hopefully making it easier for Engies to be useful
    Added new routing into B and the area before C
    Added a one-way door into the building overlooking the path towards B
    Completely removed the cliff area and replaced it with a new route leading into the area before C
    Raised part of Red/Blu’s forward spawn to its original height to compensate for the new layout changes around B
    Added an additional forward spawn for both Red and Blu that activate when A is capped
    Finally fixed the trigger_teleports in the spawns
    Adjusted some health and ammopacks, namely in the new areas and removed the ones on the logs above C
    Adjusted the logs above C, now only more mobile classes can make use of them
    Removed the cliffside entrance into C, since y’know, the cliff is gone
    Added areaportals for minor optimization

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