Holdout (A/D)

CP Holdout (A/D) rc1

Katsu! :3

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Jul 30, 2021
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Katsu! :3 submitted a new resource:

Holdout (A/D) - Remember kids, don't get in white helicopters.

Howdy folks! As it turns out, testing a map with a completely new gamemode that has map logic problems unforeseen by the common eye tends to lead to a case of "how tf do I fix this," which is currently what's going on. So, for now, please enjoy this Gravel Pit-style A/D version of Holdout, complete with the classic 3 control points you know and, well, hopefully love!

Please keep in mind that this particular version of the map is temporary, and may not be updated in the future in favour of...

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b2

Version b2:

Major
  • Reworked Blu spawn to be closer to the base
  • Added courtyard for Blu to roam around and build in at the start/setup of the game.
  • 3d skybox finished to a greater degree.
  • reworked vent system at B, while adding to and changing the routes made by them.

Minor
- Updated spawn times to be more in favour of blu, and less in favour of red as points are capped.
(Red changed from +1 per cp lose, to +2 per cp lost)
- Reworked cover around B

Courtesy of...

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b2b

Version b2b:

Minor
  • Updated some geometry to better telegraph if it is accessible or not.
  • Updated Red spawns to only use the A or B side depending on which one is left.
  • Updated spawn times so it isn't as harsh on Red as Blu progresses
  • Added ammo to point C

Courtesy as always of Fishbus.

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b2c

Version b2c:

Major
  • Adjusted final point C to work better for Red from their side.
  • Routes for Blu to A and B have more bias towards them using drop downs and ledges

Minor
  • Some more fences and blockers around A, B and C
  • Some minor health and ammo point tweaks
  • Red spawn time changes don't apply for 10s after a point is lost.
  • Additional spawn accoutrements for Red

Update as always is courtesy of Fishbus.

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b3

Version b3:

Major
  • Increased size of C by moving the point back,
  • Opened up the reservoir area at A
  • Made vent ledge at B a 'one way' drop for defenders

Minor
  • Small health/ammo movement and tweaks around C
  • Increased C cap time from 12s to 15s
  • Red spawn time at C is now 6s (was 8s)

Courtesy as always to Fishbus.

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b4

Version b4:

Major
  • Reworked C into a more isolated hydro plant control room.
  • Art'd up temp pits into a more thematic water channel access hatch.
  • Area between A and B from the Red side is now a lobby area to C.
  • Connected the stairs to the upper room at the back of A+B to the ground floor as well to the new lobby area.
  • Some new vent areas to continue the route to C

Minor
  • Made Reds spawn to A a little more protected by using a small drop down.
  • changes...

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b5

Version b5:

Major
- Updated C to be a more open, but still continue to be defensible for Red

Minor
  • Point A takes longer to cap (+5s)
  • Added Sticky and Rocket protection to Red spawns
  • Updated some health and ammo sizes and locations.
  • Made some one ways more one-wayer.
  • Fixed some bugs

Courtesy as always from Fishbus.

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b5c

Version b5c:

Minor
  • Better spawn door to C from Reds A & C spawn.
  • Some small tweaks to ammo placement.
  • New vent exit to A for Blu.
  • Adjusted doorway exiting to A from the Blu flank building.
  • Addressed some lines of sight
  • Opened up approach to A from Blu's side

Courtesy as always by Fishbus.

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b5d

Version b5d:

Minor
  • Point A capture area is slightly larger.
  • Point A & B take a little faster to cap (-5s)
  • Blocked vision off A from red spawn area with a wall, added awning out of A exit to avoid camping and bombing at their exit. But makes it a little more difficult for Red to know whats going on at A.
  • Gave C a little more defensive bias with some consoles.
  • Sprinkled a some more small ammo packs around.

Courtesy of Fishbus.

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b5e

Version b5e:

Minor
  • Added a defensive screen on C for red beside the lower consoles.
  • Closed B vent for Blu and increased the defensiveness of that vent space to hold that area, biased to blu.
  • Addressed a few sight-lines for attackers on C, and defenders on B.
  • Tweaked and updated visuals, with improvements and colour changes to some water elements to fit the dark better.
  • Additional detailing.

Courtesy of Fishbus.

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Katsu! :3

Veteran Cat
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Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

b5f

Version b5f:

Minor
  • Increased Blu spawn by +1s on points A & B only
  • A little more small ammo around B.
  • Fixed some clipping issues.
  • A pit returns back at C
  • Broke out window at C on red side.
  • Made a slightly more Attacker bias to the entryway at the front of C by turning the stairs to the area into a raised lift platform.
  • Removed easy jump access for Red to get into the higher control room at C by removing consoles and replacing with barrels.

Courtesy of...

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
698
388
Katsu! :3 updated Holdout (A/D) with a new update entry:

rc1

Holdout Version rc1:

Minor
  • Added some mild cover on the A point itself.
  • Ledge on water at point A can now be traversed between the point and the Red spawn area.
  • Moved cover at B balcony for red spawn to allow them to use the building pillar for cover.
  • Area between A + B on the attackers side has a little more balcony to help hold the hallways to A.
  • Point C has some ledges to block spamming from the high area down on the entrances, but now can be walked on as well...

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