What is the status on this map? I really enjoyed it last time I played it
Well it looks good so far - but can I make a suggestion? You seem to have all of these broken tracks all over the place
Alpha payload maps typically do that because aligning up the tracks takes a decent amount of time that's not entirely necessary (and more than likely will want re-doing several times if you're always having it fully connected).
Having some issues with getting another VMF from the BSP (as I lost a bunch of old VMFs when I had to reformat my HDD). Any good programs besides bspsource?
Regardless, this is my plan for last point:
*map will be updated tomorrow, says me a month ago*Decent sized update to come later today, hopefully. If not, tomorrow.
- Majorly restructured the D and the routes into it
- BLU has more time initially
- BLU has more time after capturing A (takes a long time to get around the twirly)
- Rethemed (to be jungle/swampy instead of snowy)
- Added more cover and some shacks at D for RED
- Cliff-to-building route on D changed to a dropdown
- Removed right (from BLU) stairway access behind C to the D route, gives RED a defensive position
- Replaced rock at B with a shack, replaced the medium health at it with a small health and small ammopack
- Altered the side route into B to be weaker, and lead to the small balcony
- Adjusted lighting
- Tweaked times
You can really tell.
Are you going to keep the rotating track thing from barnbliz? I would like to see some new gimmicks on stopping the cart temporarily.
- Added more visibility to the right (from BLU) stairs route up around C and D
- Redesigned the last finale, having the cart pass across a zipline to reach the rocket (to destroy it)
- Added a shack next to B with three floors (bottom at the underpass, middle pointing out over the overpass and top with a corner view of the turn after the overpass)
-snip-
-Redesigned the last finale, having the cart pass across a zipline to reach the rocket (to destroy it)
-snip-
- Restructured A point fairly majorly, removing a decent amount of prop spam and cover that's too helpful for jumping classes
- Added nobuild to the zipline so you cannot build on it
- Removed some rock coverings at D
- Opened up the fencing cover beside the central route into D, allowing players to jump straight on to the zipline
- Players can now retreat up the flank building at D
- Made the map more jungle-y (credit to Heyo for the pl_borneo props)
- Added an extra 15 seconds to the setup timer for RED engineers
- Removed a few unnecessary rollback/forward zones (mostly as rollforwards stop the cart receding)
- Removed rollback before A point
- Widened the main route into the B area
- Redesigned the underground route into B
- Added more of a visual for the attacking team pushing into B
- Lowered full ammo beside the overpass at B to a medium
- Fixed getting stuck in the ceiling
- Added some more cover around B
- Fixed bad signage at B
- Fixed hill after the underpass not being a rollback zone