PL Erosion b1

A payload map with a hydro/powerhouse theme.

  1. Quantum

    Quantum L2: Junior Member

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    Erosion - A payload map with a hydro/powerhouse theme.
     
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    Last edited: Dec 29, 2016
  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    This looks really cool. Can't wait to test it.
     
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  3. n8five484

    n8five484 L2: Junior Member

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    Isn't there a five cp map named erosion?
     
  4. GooGuGajoob

    GooGuGajoob L12: Pro-crastinator

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    Hydro the PL edition!
    I love Hydro so much, so this is right up my alley.
     
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  5. Quantum

    Quantum L2: Junior Member

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    Changes in a2 for those who playtested a1:
    Added a couple of flank routes to cut down on some of the chokiness.
    Fixed forward spawns opening when unintended.
    Fixed the cart floating in some spots.
    Sightlines should be less asinine. (sorry to the testers who had to endure them) :p
    Made it easier to get back into spawn as red on last.
    Made last point less excessive in height variance.
     
  6. Quantum

    Quantum L2: Junior Member

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    -Added flank into last (opens after capping third)
    -Fixed red being able to see blu spawnpoints
    -Fixed clipping in some areas
    -Removed platform that was directly above the last choke on red.

    Last should be overall easier to push now. I didnt want to make too many changes to it and make it a roll.

    Read the rest of this update entry...
     
  7. Quantum

    Quantum L2: Junior Member

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  8. Quantum

    Quantum L2: Junior Member

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    • Opened up first, because it felt cramped.
    • Widened a lot of doorways, mostly the ones pushing into last.
    • Slightly changed layout of last to attempt to make sniper less powerful.
    • Detailed a wall.
    • Changed sun angle.
    • Shrunk building the track goes through on first to make it less powerful when soldiers got control.
    • Added big door after 2nd cap to allow red to setup for 3rd as 2nd is generally easy to cap.
    • Added flank around said door.
    • Moved Red spawns on last further back, so you don't have to essentially spawn camp to cap.
    • Detailed more walls.
    • Added some placeholder textures, since people found the smooth dev textures disorienting.
    • Widened a lot of doorways and areas to make things feel less cramped.
    • Added a third forward blu spawn.
    • The second blu spawn now triggers after second is capped and the new third spawn is activated on the third cap. Distances should be much better now.
    • The second blu spawn is moved to the left slightly, so it's not pointed directly at a treacherous flank.
    • Changed shape of mining tunnel flank to make it tougher to push through.
    • Split the flank going into the building that contains the third cap area. Now it isn't possible to easily flank all the way from second to last point.

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  9. Infomaniac

    Infomaniac L6: Sharp Member

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    I personally like to think Powerhouse is the reincarnation of Hydro.
     
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  10. Quantum

    Quantum L2: Junior Member

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  11. Quantum

    Quantum L2: Junior Member

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    Positive Ratings:
    61
  12. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    hey fun map really enjoyed it on a 32 player server - ;ast point needs some work with the flanking - too easy for red to hold it with a lot of engies
     
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  13. Quantum

    Quantum L2: Junior Member

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    -added new choke between first and second point to try and make forward holding on second more viable
    -changed floor heights on third point to try to make it less weird
    -red respawn times changed from 9 seconds to 7 (changes to 10 seconds when defending last last)
    -blu respawn times changed from 3 seconds to 4
    -fixed a few clipping issues

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  14. Kobolite

    aa Kobolite Eternally floating through time and space

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    ah yes a map with my favorite theming
     
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  15. Quantum

    Quantum L2: Junior Member

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    I'm pretty happy with the general layout, at this point, so I'm going into beta with it.
    I can't remember the changes I've made. Mostly small layout tweaks and detailing.

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