PLR Gravel Pile a11

Like plr_gravel, but better

  1. PossessedInkieShark

    PossessedInkieShark L3: Member

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    Gravel Pile Stage1 - Like plr_gravel, but better

    I noticed the biggest problem with plr_Gravel was the layout, rather than trying to keep the logic while attempting to redesign the map I decided to create a new map with a similar theme

     
  2. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Moved the cap away from the spawn rooms a bit
    -Redesigned the middle area and the flanks around it
    -Removed the second and third stage logic that I forgot to remove in a1

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    Last edited: Aug 8, 2017
  3. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Added packs around the inner flanks near the point
    -Added health packs to the long upper flank
    -Replaced the large healthkit close to the track with the small ammo pack
    -Removed packs right outside each spawn
    -Fixed area portal leaks (I think they didn't show up in single player in a2)
    -With the help of a pair of old nuns, the curse on the spawn points has been lifted. You will no longer spawn in the enemies spawn

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  4. PossessedInkieShark

    PossessedInkieShark L3: Member

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  5. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Increased ceiling height above deathpit in stage 1 to make explosive jumps around the wall easier
    -Added crossbars to the windows to make them look more like windows and not doorways
    -Changed the texture of the windows to make them a bit more obvious
    -Added stage 2
    Known issue: Payload carts not orientated correctly after transitioning
    Known issue: A player must join a team for the carts to move to the correct position

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  6. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -After a quick talk with them, the carts are now motivated to blow up again and move when they should
    -Made the area around mid a little less cramped (just a little so far)
    Known issue: The payloads don't want to face the right direction until they near the second turn (I don't know what is happening either)

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  7. PossessedInkieShark

    PossessedInkieShark L3: Member

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    See title. I should have fixed the payload for stage 2 but if they still don't work I'm going to just not bother and make this a single stage map

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  8. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Removed second stage, the map is basically a5 first stage
    -Moved the cart start positions forward to the bottom of the large ramp, should help speed up the start of the round

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  9. PossessedInkieShark

    PossessedInkieShark L3: Member

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  10. PossessedInkieShark

    PossessedInkieShark L3: Member

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    • Like Like x 1
  11. PossessedInkieShark

    PossessedInkieShark L3: Member

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    +Added a ramp leading onto the pipes at last
    +Added a ledge infront of the barricaded door on last
    +Made the small ammo kit in the building outside of spawn medium
    -Made the health kit near spawn small
    -Removed the random fence next to the gas tank
    -Removed the medium ammo kit in the building outside of spawn
    =Replaced the pipe tunnel with a square one

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  12. PossessedInkieShark

    PossessedInkieShark L3: Member

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    +Widened the cart tunnel into last
    +Added more arrows to aid navigation
    =Pushed the gas tank back a bit to give both teams more space, it is still possible to use it to get from spawn to attacker's battlements
    =Fixed some sightlines around the cart start and changed route from spawn to the cart
    -Removed most of the fence outside of spawn

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