Fracture

PL Fracture A8

14bit

L14: Bit Member
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Oct 5, 2014
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Fracture - Mining Madness

Here's stage one of my multistage payload I've been planning for a while! Stage one is mostly outside, stage two will be inside the mine, and stage three will be a mix of both.

This might end up being an entry to Assym2 if I'm happy with it when the contest ends.

Feedback is always appreciated, and thank you for taking the time to look at my map!
 

14bit

L14: Bit Member
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Oct 5, 2014
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Rescaled some areas, blocked some sightlines, made a door on the upper flank one-way in favor of blu, health and ammo changes, spawn adjustments. A better changelog will be provided later.

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Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I saw you streaming the building of this map. You have some great ideas here. It looks nice from what I can see. I look forward to playing on it.
 
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Billo

aa
Feb 8, 2016
921
405
cool. i like the idea but i would advise you adding more buildings-big rocks to the first point.
 

14bit

L14: Bit Member
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Oct 5, 2014
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  • Adjusted cover and ammo around 1-1
  • Displaced some stuff around 1-2
  • Rebuilt Red S1/Blu S2 spawn, which should help both Red and Blu
  • Shortened roll forward zone before 2-1
  • Added a route up to high ground for defenders on 2-1
  • Added new routes to 2-2 for attackers
  • Reworked cliff area near 2-2
And other things I've forgotten.

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14bit

L14: Bit Member
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Oct 5, 2014
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This is probably the final version for Assym2. It only contains stages one and two, as I didn't finish stage three in time.

I did a bunch of changes to try and control the pacing and balance of the map, but it's late and I'm in a hotel with spotty WiFi so I'll (probably not) list them later.

Enjoy!

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14bit

L14: Bit Member
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Oct 5, 2014
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I did a bunch of balance tweaking to hopefully improve the pacing of the map.

Of particular note is that the roll forwards zone in stage two is now slows the cart when descending, and you cannot speed it up.

A bunch of health and ammo changed as well.

There's also a new little platform outside the cave on 1-1.

Spawn wave times changed on stage two as well.

Let's hope the map isn't an unbalanced mess for the contest, shall we?

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14bit

L14: Bit Member
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Oct 5, 2014
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Hey look, I finally decided to work on an old map of mine again instead of making a new one! What a surprise! And it only took almost 10 months!

  • Removed Stage 2
    • It was rushed for the contest and not fun
    • Stage 2 will return, but I'm rebuilding it entirely
  • Adjusted spawn times
    • Blu gets faster respawns after capping first
    • Red shouldn't have 20 second respawns on second now
  • Removed the rollback zone
  • Expanded the area around first
    • New deck with route into the center building
    • The wood building's ramps got redone because of this
    • The cap should be easier for Red to hold now
  • Partially reworked interior of center building
    • Removed the narrow dropdown, moved wall to connect it to adjacent platform
    • Hopefully this will help Blu push though
  • Expanded the area around second
    • This has moved Red's spawn back a bit
    • It should be easier to cap now
  • Reworked various cover props
  • Light detailing
  • Changed/added some health and ammo
  • Changed some lighting
  • Clipping
  • Optimization

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14bit

L14: Bit Member
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Oct 5, 2014
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14bit updated Fracture with a new update entry:

A8: New final and cleaner geometry

I'm going to be honest: since this is based on an unfinished A8 update I last touched in 2017, there's probably a lot of changes that aren't listed here. Stage 2 is still missing; I'm currently still deciding if I want to try and fix it, or rework MC20 into a totally new stage 2.
  • Completely rebuilt final
  • Completely rebuilt the shortcut building across from Blu spawn
  • Changes to cover across the map, notably around the start
  • Added an additional pipe to make reaching the...

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Patchy the pirate

L1: Registered
Apr 9, 2022
13
8
I like the feel of the map, it has a rather dynamic and straight forward-feeling vibe to it's geometry and layout!

Only few smaller issues I've come to stumble over are;
1. The payload cart tracks are not properly connected to each other yet
2. Ability for explosive classes to position themselves inside the top of the trees' collision box (see image below);
1649736168801.png


And I really have to give you some praise for the creative usage of those 3 pipes that act as a stairway in the room section, I love when maps have functional decoration!