In this version:
---Point A---
-Reworked the left side from the ground up. Now it favours only the blu team by giving them 2 options. Either to attack from the balcony on the high ground or to take the drop down which rewards them with health and ammo.
- moved the health and ammo from that engineer corner a little far back so it works both ways ( for defending and attacking )
---Point B---
- closed the blind drop down ( Pont's suggestion )
-closed one route to attack B so the fight stays more around the cart (Pont's suggestion as well )
-Made Point B less wide
-Tweaked the health and ammo around the point
---Point C---
-A quick way to get to the point from spawn was added. How it works is that there is a shortcut at Point D that connect to C similar to Upward's.
When C is capped the doors close however.
---Point D---
-The Final Red spawn got a rework
-Removed the stairs leading up to the Red's high ground so Blu cant spawncamp quite as easily as before.
-Tweaked the Health and Ammo around this point as well.
Notes:
Well there you have it, everything that was asked from me. I am pretty happy with the changes I made and a little skeptical at the same time.
While watching the latest demo of the map, some people complained that I wasnt really changing the layout that much. At first I got irritated owing to the fact that I had just Reworked B and C. Just for the LOLS I opened eruption_a1 and sure enough most of the layout was more less the same, except of course from the new changes to B and C like I said.
My previous approach of tweaking a few stuff here and there was clearly not working. Some may ask why I did that in the first place, the answer is because of pl_cliffedge.With this map of mine , I used to remake each point from the ground up with every single version until I gave up on the map. I decided this time around I will work differently but I shouldnt go from each side to the spectrum to the other, should I?
I hope you have a better understanding now on why I am doing things the way I do. If this version plays well, A is easier to cap, B is more defendable, C and D are more fun, then I am reaching the Detailing stages pretty soon. Hopefully when I hit (a30). who knows?
Anyways, I would love to hear to feedback and suggestions and I hope you enjoy the map.
Read the rest of this update entry...
---Point A---
-Reworked the left side from the ground up. Now it favours only the blu team by giving them 2 options. Either to attack from the balcony on the high ground or to take the drop down which rewards them with health and ammo.
- moved the health and ammo from that engineer corner a little far back so it works both ways ( for defending and attacking )
![20200810192553_1.jpg 20200810192553_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/156/156623-fe1e66d1713c4dff71d237cc19649ba4.jpg)
---Point B---
- closed the blind drop down ( Pont's suggestion )
-closed one route to attack B so the fight stays more around the cart (Pont's suggestion as well )
-Made Point B less wide
-Tweaked the health and ammo around the point
---Point C---
-A quick way to get to the point from spawn was added. How it works is that there is a shortcut at Point D that connect to C similar to Upward's.
When C is capped the doors close however.
![20200810192545_1.jpg 20200810192545_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/156/156626-4413a5f90d1327f3786a15d1ef1098dd.jpg)
---Point D---
-The Final Red spawn got a rework
-Removed the stairs leading up to the Red's high ground so Blu cant spawncamp quite as easily as before.
-Tweaked the Health and Ammo around this point as well.
![20200810192534_1.jpg 20200810192534_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/156/156624-1f1119cc2256263ca409b541085bf06f.jpg)
![20200810192538_1.jpg 20200810192538_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/156/156625-6c95eca7bd7c2f2053a54de119a9a757.jpg)
![20200810192531_1.jpg 20200810192531_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/156/156627-60758b05387bce7440abe38cb9290be8.jpg)
Notes:
Well there you have it, everything that was asked from me. I am pretty happy with the changes I made and a little skeptical at the same time.
While watching the latest demo of the map, some people complained that I wasnt really changing the layout that much. At first I got irritated owing to the fact that I had just Reworked B and C. Just for the LOLS I opened eruption_a1 and sure enough most of the layout was more less the same, except of course from the new changes to B and C like I said.
My previous approach of tweaking a few stuff here and there was clearly not working. Some may ask why I did that in the first place, the answer is because of pl_cliffedge.With this map of mine , I used to remake each point from the ground up with every single version until I gave up on the map. I decided this time around I will work differently but I shouldnt go from each side to the spectrum to the other, should I?
I hope you have a better understanding now on why I am doing things the way I do. If this version plays well, A is easier to cap, B is more defendable, C and D are more fun, then I am reaching the Detailing stages pretty soon. Hopefully when I hit (a30). who knows?
Anyways, I would love to hear to feedback and suggestions and I hope you enjoy the map.
Read the rest of this update entry...