Dungeoneer - Note: there's no actual dungeon Attack/Defend Medieval map with some tweaks. This map was made to better understand optimization and brushwork, also I wanted to make a medieval map.
This is really cool looking! The gate on cap B is really clever; After capture it let's the attackers in and the defenders out?
Yea, on B capture it raises up the small gate and let's blu team get on the catwalks. there's also the main gate around the corner you can go through. Maybe I should write this in the description.
-Fixed broken textures -Adjusted lighting and fog -Lowered capture time for C point from 20 seconds to 16 secconds (I still want to test with a larger player count) -Removed props near B point -Changed a wall near A point -Moved blue spawn door out of snipers sightline -Opened the lava pit a bit more -More mist Read the rest of this update entry...
-A Point has been reworked -B Point has been reworked -C point has been reworked -Removed the lava pit and replaced it with a building; which still connects A and B but now has two drop-downs -Changed the health and ammo kits by A and B -Added more clouds Read the rest of this update entry...
-A and B's capture area has been made smaller -Cap time for A and B changed from 12 seconds to 14 seconds -Respawn times have been adjusted: BLU 8 seconds and RED 6 seconds, after A or B cap both teams times changed to 7 seconds and after A and B are capped BLU team changed to 6 seconds and RED's to 8 seconds (This is still something I'm unsure about) -B route leading out of RED spawn as been altered with cover and an added dropdown -Fire in RED spawn now hurts and campfire added to BLU spawn, please be careful -RED spawn extended forward towards the bridge -Clipped the top of some walls outside BLU spawn and outside RED spawn -Health packs removes as they are not really needed -Tweaked 3D skybox Read the rest of this update entry...