Garner

PD Garner A18

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Garner - Heronherald

A Player Destruction map set in a mining facility or something.

[Some of the current map screenshots are outdated, look at the updates tab for up-to-date screenshots]


The main gimmick of the map is that the players are collecting australium from killed enemies. A minecart barrels down middle every once in a while and stops at the designated capture point. Deposit your ingots there!
View attachment 98001 MiddleView attachment 98002 Flank
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Spawn RoomView attachment 98004 Top of the hillView attachment 98005 Another look at the top of the hillView attachment 98006 Blu's spawn courtyardView attachment 98007 Another look at mid
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Where the cart stops
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2nd courtyard
 
Last edited:

Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I finally figured out that the layout is too koth-like, and so here we are.

I am still having heavy emphasis on height variation, so from a top-down view the map looks very straight, although many areas are layered over others

Made the spawn courtyards smaller and closer to mid
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Added a small side area near the flank route in the valley
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Added a structure to jump from into another new building
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The same new building
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Added these lower caves for flanking
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Entrance to the cave
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Another room leading to the cave
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A high-up view of the valley
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Level Overview
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Another look at mid
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ignore the scout corpse

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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Quite a few changes happened

Made this lip here smaller and harder for non-jumpers to get onto the shed at mid
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Added a boulder here
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Custom poster
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This spot is no longer a dead end
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Smol changes include:

-Added voice lines

-Significantly lowered respawn times

-Replaced the chain-link fences with wood fences

-Adjusted the placement of healthpacks slightly

-Max score on a full server lowered to 120 (from 192)

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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
The slope's dead... I killed it

...And replaced it with this fancy mining truss
20190422162018_1.jpg
Added a side route to get to the top of the hill
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Added these wood platforms here and made the towers taller
20190422162022_1.jpg


Smaller changes include:

-Added nobuilds to plenty of areas because I hate engineers

-Clipped the towers so you cant climb on them anymore

-Added some patches under healthkits

-Yes, the pack near spawn is still there fight me

-Changed the soundscapes

-You can now hear the announcer from everywhere

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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I made the world pretty

Added a secret valve
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Added fences to the top of the sides of the pit
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Made the fences on the sides higher to disallow snipers from getting on
20190423224632_1.jpg

Small changes include:

Changed some clipping brushes

Heightened the wall at the spawn courtyard

Mined some rock out of the darkest recesses of the mines to supply all of the mercs with healthy doses of carbon monoxide

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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Hello again, it's been a few hours since an update, huh?

Not many visual changes come with this update, the main change is that the minecart doesnt appear as frequently

Small changes include:

-Replaced the extremely shiny concrete textures

-Added some more neat textures

-Adjusted some more clipping

-Added a patch under a healthpack

-You cant go on the pipes at mid anymore

-Mined more rocks out of the darkest recesses of the mine, at this point the facility is a serious safety hazard


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Most of this update is just quality of life, so yea

Made this bump thing a vent
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Added a small room to mid to weaken sentries
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Added a lower spawn exit
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Replaced the ramp dropping down to the mines with a dropdown
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Also made the bump at the top of the ramps near mid make sense
also made the ramps up to the peak of the map a net covering coal or gold
20190519112743_1.jpg
Another look at the lower spawn exit
20190519112900_1.jpg
20190519112853_1.jpg


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Yea it's been a while

20190609193516_1.jpg
Made the medium health pack at mid large
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Added health and ammo to this side room
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Did a detailing pass on some buildings
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Made the rocks red

Small changes include:

Adjusted clipping

Regulated the gas leaking from the inner depths of the mine, although the facility is still a major health hazard

Submitted application to the Longboy religion


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I moved the objective under mid, in a hatch that opens when the minecart rolls in
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The Pit
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I replaced the eyesores of walls at mid with sheds, which also helps nerf some nasty sniper sightlines
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Inside the shed
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Small changes include

- Adjusted Clipping

- Made textures more consistent and less messy at mid

- Although the threat of a gas leak from inside the mines has been resolved, the mercenaries are still exposed to copious amounts of methane gas


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
The pit flopped, so here's a11 but better

Added some alpha detail
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Fixed an interesting texture choice
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The ramp going up to mid is now a staircase and added more cover
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The Barrier is back!
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Extended this wall out to prevent a nasty sightline
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Shortened this building's ceiling and added a small deck
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Shorter slope
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The 3rd spawn exit is blocked off
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More mid
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Smaller Changes Include

- The building at the bottom of the slope at mid now has 1 window and both entrances connect

-Adjusted clipping

-Added more cubemaps

-Added more soundscapes

-Adjusted health and ammo slightly

-Added some subtle details here and there


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
So, I skipped a14 because I made Garner KotH for 1 version, and yea not many people liked that, so here we are

There is now a second capture zone at the top of the hill where the minecart stays for 15 seconds, goes down the track, stays at the original capture zone for 15 more seconds, then leaves
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The Trifecta
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More alpha detailing
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Added areaportals and hints for great amounts of optimization
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More fancy posters
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Added this window here to show players that the side route exists
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Added this small porch to the second courtyard
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Made this health pack here medium
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Smaller changes include:

Opened the window at mid so you can walk through it

Made the large health pack at mid small

Adjusted clipping and skybox brushes

Honestly it's a surprise that the mercenaries aren't dead by the natural gas leakage


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
I've been on a mapping streak since summer started, so here's another update.

Reduced the amount of empty space in this cave and made it fancy
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There's a resupply locker here now, and the door was moved slightly so you have a straight shot from the ramp to the door. Also the door is now two doors that separate so it doesn't clip through the roof
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Added fog
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Widened the mid concrete high ground
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New roof shapes
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Opened up the peak a bit and added more cover
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Smaller changes include:

- Did another optimization pass, adding occluders and prop fade distances

- Made the upper capture zone larger

-Added a nobuild to the small building at mid


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Cincomma

bonk sploosh
aa
Aug 2, 2017
429
413
Well, here it is. The biggest update this map has ever gotten. Let's get cracking!

Tore down the walls in the first courtyard and replaced them with fancy barriers
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New spawn room
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Spawnroom courtyard #1
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Spawnroom courtyard #2
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Fancy vent thing
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Entire new area
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More of said area
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Closed this doorway
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Made this a little cubby
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Opened up this area
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3rd cap zone
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Routes to new area from caves
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Let's see how this goes!

Btw I added objective signs

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