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PL Juniper a2

juniperus communis

  1. Viperi

    aa Viperi 100% might be snake

    Messages:
    991
    Positive Ratings:
    544
    Juniper - juniperus communis

    short-ish single stage pl map, idk.
     
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  2. Viperi

    aa Viperi 100% might be snake

    Messages:
    991
    Positive Ratings:
    544
  3. Viperi

    aa Viperi 100% might be snake

    Messages:
    991
    Positive Ratings:
    544
    removing a1/a1a downloads after a1_fix as they for some odd reason lead to a crash (which is yet to be found as of now as the compile log is obvilous to any)
     
  4. Viperi

    aa Viperi 100% might be snake

    Messages:
    991
    Positive Ratings:
    544
  5. Viperi

    aa Viperi 100% might be snake

    Messages:
    991
    Positive Ratings:
    544
    Juniper - A2 Changelog

    Overall
    -changed skybox to sky_island_01 for a more suitable setting
    -changed detail sprites from sawmill to trainyard
    -changing texture scheme for clarity and appearance
    -changed all track pieces to red over the old blu skin
    -removed unnecessary stair covers on old stairs
    -on forward spawn change, any players inside their former spawnrooms will be now teleported to their next spawnroom instead of being trapped inside
    -rechecked all old and new pickup locations and balanced their size approtiately
    A
    -refurbished BLU spawn main spawn, also changed spawn detail to blue
    -removed one way exit for blu, as it gave them a strong disadvantage than expected
    -former one way exit route revamped to block blu spawnpoints from spam alongside opening up the roof and lowering the divider
    -relocated A inside the building between A and B from the exterior close to BLU spawn
    -tidied the hallway on the side of A on BLU's side of the level to make it more compact by having all of the side entrances on the same angle, this also counters projectile classes from engaging others indoors from a tiny angle
    -fixed floating crate
    -filled unnecessary gap next to the floating crate
    -BLU spawn wave time reduced by 4 seconds after capturing A
    -RED forward spawn, between A and B, this will be active for RED until A is captured after which their spawn moves
    -BLU unlocks a shortcut from spawn to B after A has been captured, to reduce the high distance from spawn to B
    -removed one of the pipes near BLU spawn as it conflicts with the new shortcut interior
    B
    -to accomppany A's recolation, B is moved further on the path
    -fixed displacement sew gap on former C
    -removed one of the pipes crossing B gate (former C), leaving a single pipeline crossing the fencing
    -BLU forward spawn using the RED forward spawn A after capturing B
    C
    -RED forward spawn moves here after losing A
    -Alongside the rest of the points, C's new location is inside old D/Final
    -Refurbished old D/Final alongside brand new layout added for C
    -Removed roof to let it some fresh air
    D/Final
    -Entirely new final area made from scratch
    -RED's final spawn is available after RED loses B
    -Added bent rails to end of tracks

    Read the rest of this update entry...