Frostville

PL Frostville a14

Lem Mem

L3: Member
Nov 1, 2020
125
31
Frostville - thats really cool (literally)

This is the first payload map I have made that hasn't had technical issues. Inspired by Swiftwater and Vigil, 2 maps I think are fun.
 

Lem Mem

L3: Member
Nov 1, 2020
125
31
Second
- Added another route into Blue's Courtyard
// Felt it was to easy to hold this on red. I want this to be "free" space for blue, so it should be relativley easy to break
- Adjusted health+ammo

Third
- COMPLETE REDESIGN
// Tried to keep the original design in some form, but reworked to be easier to actually hold and such.

Last
- COMPLETE REDESIGN
// Didn't keep elements from the old version, it was way to cramped and un-last like. IDK if it feel more like a last, but it should play better imo.

Misc
- Compiled with BSPReveal

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Take a shot every time I say sightlines.

First

- Lowered flank to remove dumb jump onto ledge
// Should be a lot safer for blue

Second
- You can no longer jump through window

Third
- Added a Snowycoast gate to entrance
// I hate these, but red would complain about not having any time to setup
- Made Red's route into side house close after 3rd is capped
// No more spawncamping

Last
- Shortened Far Side of Last
// This should reduce sightlines, along with the next change.
- Doubled up crates
// Reduces sightlines as previously mentioned, and it makes it so heavies, engis etc. can't get up here
- Lowered 2nd layer of last
// This reduces sightlines. I fear it might be to hard to hold here now, but it doesn't really matter
- Turned fences into a house
// Reduces sightlines. Also makes it harder to get spammed out from the last platform.

Misc
- Brightened Lighting
- IN THEORY fixed seam issue on first.

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

2 Last remakes! Wow!

First
//Light Rework, still recognizable but a lot of new geometry
- Extended out crate
// A lot more space here, a lot nicer to stand here. "Passive Hold."
- Added a building to the empty space
// "Aggressive Hold." Goal was to make it very isolated and hard to back out. I fear it might be pretty hard to break, so it might need some adjusting
- Added a fence and adjusted crates on concrete
// This is to account for new holds and boiler rework. Speaking of...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

oops

First
//First played ok IMO but definitley needs some changes
- Moved the point back to the door by the building
// Should make snipers playing all the way on second less powerful
- Made lobby and flank into one building
// The main goal was to remove the space from that dead end in the back of first
- Opened some doors in lobby
// New flank route. Unsure if I like this, I might remove it.
- Soldiers can no longer rocket jump over fence
// Rarely used...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

third is slowly but surely evolving

Third
// Third continues to be a bit of a tricky hold for red; which probably helps for pacing but I want a some form of hold for red.
- Made tunnel into a building
// Similar gameplay but makes it easier to hold and worse sightlines for blu once it does get taken
- Added a dropdown from upper to lower
// It felt natural. Red has to expose themself to use it and it's pretty convenient for blu
- Flipped the lower -> upper building
// Makes it so red can have...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

holy b lois

First
- Unclipped fence
// Why did I do this again?
- Brightened up the area

Second
- Fixed Forward Spawns

Third
- Added new flank around Upper
// People thought another route was necessary and this was the best place to put it
- Removed Dropdown
// Was essentially useless and this makes the point more interesting imo
- Fixed forward spawn triggers being enabled at the beginning of round

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

if you die you're protecting your med

I'm still trying to think of a way to fix third. If it doesn't work this version then I think I'm gonna give up and remake third. Again.
I made some changes to the second courtyard because it felt awkward and sightliney to me. Lobby on second still needs some adjusting, it was held way to hard for my liking but idk how I can make it easier to clear.
Also, I adjusted the skybox to be more midday. I don't really like Granary's lighting.

Second
- Adjusted Structures in Courtyard
//...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
I've been getting conflicting opinions on this, so I'd like to get some actual opinions on the length of the map. Does it feel too long? Would it be preferred if a point was removed, and if so which one? Discussion on this can be boiled down to "I think the map is too long." "No." and I'd like something a little more in depth.
 

Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

Bringing the rest of the map up to par

I was a little miffed that I didn't get to play frostville (something I haven't done in a while) however getting the map tested with players that likely have not played the map before was an eye opener for many things. Namely:
1. Second needs a lot of adjustment
2. The fourth choke sucks (big shocker)
I also got some conflicting feedback on the length of the map. I could definitley reduce it, just remove one of the points, but I feel this is more a consequence of how hard it is to break the...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

Less windows now

First
- Reduced space in the first courtyard
// I thought this was to flat and boring, so bringing all the setpieces together makes it more interesting imo
- Widened doorways to Warehouse
- Widened ramp
// These changes are to make standing on cart less of a deathtrap
- Moved Resup Lockers in Spawn
- Closed up window
// Was barely used and was kind of cheesy

Second
- Closed up window again
// I just cannot decide if I want this window open or not.
-...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Frostville with a new update entry:

Quality of Life changes

The way I make maps, is that I need a lot of data on a problem before I want to fix it

First
- Adjusted fence and surrounding textures
//I made this look like a barracade that red put up, idk how well that will translate tho
- Made far right (from blu's perspective) entrance into a building
// The route is effectively unchanged but should make blu players using this route less visible

Second
- Widened Elbow
// Blu should be able to flood out of here...

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