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PL Fireworks S1, A7

A snow-themed mountain map set during the night.

  1. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Fireworks - A snow-themed mountain map set during the night.

    This map will eventually be multi-staged. Currently, only stage one exist.
     
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  2. Asd417

    aa Asd417 L1: Registered

    Messages:
    860
    Positive Ratings:
    593
    Will we see custom firework particle at the end of the match?
     
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  3. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Changelog:
    + Added a fence underneath the right bridge outside BLU spawn.
    * Changed where the cart exits the warehouse to (try to) add more of a chokepoint and to make BLU's progress slower.
    * Moved the second checkpoint up the stairs of the temple entrance.
    * Redesigned RED spawn.
    * Changed a path leading out from the warehouse.
    * Redesigned the area with the large health and ammo packs.
    - Physics have been found to agitate the payload cart, and have therefore been disabled for your safety.
    + Added super-sneaky stealth gibus.

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  4. Moonrat

    aa Moonrat The end of an era

    Messages:
    897
    Positive Ratings:
    530
    I quite like how this looks, I might have to finally jump back into a TFMaps event to try it. I'll run around and see if there is any feedback I can think up.

    EDIT: After running around the map, I don't have a ton to say.

    But I think the main problem I can see is that it feels a bit cramped in some of the buildings. Mainly some of the side paths that go through the central structure are really, really cramped. That's just asking for a Demoman to shut out everyone.
     
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    Last edited: Jan 19, 2017
  5. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    This update primarily revolves around reworking the flow through the map to make it easier for BLU to attack, but also more fun for RED to defend.

    Changelog:
    + Added a few doors that opens and close depending on wether or not the first checkpoint is captured.
    * Reworked the area where the payload leaves the warehouse.
    * Moved the first checkpoint back into the warehouse where it belongs.
    - Broke down the walls, and the roof, of the room next to the side arena to make it more open.
    + Added some detailing to the room next to the aforementioned room.
    + Added a window between the main warehouse and that room.
    + Added a tower to block a sniper sightline, which I was aware of, I just didn't think any snipers could actually get up on that rock.
    + Added another super-sneaky stealth gibus.


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  6. Star Bright

    Star Bright L2: Junior Member

    Messages:
    74
    Positive Ratings:
    59
    I liked the layout when we were playtesting today; good spots to make / destroy sentry nests, at least for the first point. Big issue for the second point, though, was the high ground. Too easy for BLU to get up there, and offers way too much of an advantage once up there. If that area gets mitigated, it might overall feel way better.
     
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  7. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Changelog:
    * Fixed typo in the name of the warehouse checkpoint.
    * "Duck statues" >_<
    + Added a super-sneaky thief gibus.
    + Added a "plausible" explanation as to why the big wood door in RED spawn can't be opened.
    * Tried to nerf the attacker highground at the second checkpoint.


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  8. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Changelog:
    - Rebuilt the second half of the map from the ground up.
    + Textured some most buildings.
    + Attackers now get a respawn time bonus after capturing the first point.


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  9. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Changelog:
    * Moved the first checkpoint to the second area.
    * Desaturised lighting color in RED spawn.
    * Moved RED resupply lockers further from spawn doors.
    + Added a way for attackers to get up on the shack in the second area.
    - Removed patch which indicated that ammo would spawn where it would not.
    - Removed large health pack from the curve in the second area.
    * Moved large ammo pack down the slope.
    * Changed RED respawn wave time from eight to six seconds.
    * Changed scoring system to "add team score for each round won".
    + Readded dragon statues outside RED spawn.
    + Added a flanking route for attackers to get into the second area.
    + Added flank next to RED spawn.




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  10. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    368
    Positive Ratings:
    278
    Changelog:
    + Added clip brushes around sticking out props.
    * De-brightified RED spawn.
    * Made the building next to RED spawn one-way only. This should make it more suitable for attackers.
    + Made the final checkpoint area slightly larger.
    * Made the highground around the final checkpoint safer for attackers.
    + Added the rock to block a sightline.
    * Fixed unrealistic window position.




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