Jupiter

CTF Jupiter A6

Leynio

L1: Registered
Aug 12, 2019
16
0
Jupiter - Based on warframes gas city tileset

Word is you can make a lot of money harvesting gasses on Jupiter, fair warning though. It is a bit of a hostile market.

This map was inspired the gas city tileset for Warframe. SS2.png
SS2.png
 

Leynio

L1: Registered
Aug 12, 2019
16
0
made the map less vertical

intelligence now resets properly when pushed off the map

made the high ground accessible by all classes from mid

added two small health kits to high ground to help lower the number of deaths via fall damage

balcony flanks are no longer a one way trip for classes without mobility

jump pads no longer shoot the player directly upwards

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Leynio

L1: Registered
Aug 12, 2019
16
0
Adjusted the balcony flanks again, they are no longer as extreme a sniper sightline and require less jumping to use.

Indirectly added two entrances to the intel room, intel room no longer connects directly to spawn.

Added a new spawn exit to compensate for losing the intel exit

Made mid high-ground more open to promote more combat on highground as it is currently the most used section of the map.

Killed god

Changed glass textures to be easier to see from a distance.

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Leynio

L1: Registered
Aug 12, 2019
16
0
Removed catwalk from intel room, added a window. Attacking team no longer has literally all the high ground.

Added stairs to the top level in the connecting room between intel and the balcony.

Made low ground on mid notably less hazardous, small beams to center health have been replaced with notably wider boards.

Removed some redundant small packs (both ammo and health) from lower mid.

Added medium ammo pack to intel-balcony connector room.

Added some more stairs to the balcony flank, no more crouch jumping needed.

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Leynio

L1: Registered
Aug 12, 2019
16
0
Ooh boy, this one changed a lot.

Big glass box of failed potential outside spawn is now gone.

jump pads have been moved, and flattened.

Spawn revived another change, doors are now different again.

Added various walls to compliment new spawn doors. Added path to container flank from high ground.

New path also drops into the mid/ flank connector room.

Added various arrows to prevent confusion

Mid ramps no longer require jumping to reach high ground. You guys really hate using space, huh?

Starting cam is no longer under the map.

Aligned a bunch of textures.

Other various optimization fixes.

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