PL Kemilnewthing a19a

A collab map between me and I Dinne Ken

  1. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    Kemilnewthing - A collab map between me and I Dinne Ken

    Kemilnewthing - a collab map between me and I dinne Ken

    Local BLU miners are tired of difficult working conditions, so they are planning on blowing up RED Mining Facility
     
    • Like Like x 7
  2. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Changed lift speed from 90 to 15
    • Added corridor leading from Red forward spawn to A and B
    • Changed stairs leading from C to Last
    • Added some lighting
    • Removed step on A
    • Added some navigation
    • Added Lo-fi

    Read the rest of this update entry...
     
  3. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Changed layout a bit on last. Now Blu has 2 more flanks
    • Changed Building on B
    • Spawn door things
    • Blocked some bad sightlines
    • Added rollback at C
    • Moved C
    • Removed Red's track exit
    • Cart Lift is slower now

    Read the rest of this update entry...
     
  4. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  5. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  6. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    This update only includes small fixes and clipping, so I am gonna write change log of previous version here instead

    • Changed the starting area and Blu spawn, now easier to push for blu and provides more interesting gameplay areas
    • Changed House at point B, now serves more purpose for Blu, as well as looks more natural and cool
    • Changed Last, now gives more option for Blu to attack from
    • Minor clipping
    • Some detailing

    Read the rest of this update entry...
     
  7. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  8. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Removed route near elevator at B
    • Added dropdown near A to connect cliff route
    • Added balcony before A for attackers
    • Added back route at C
    • Changed last a bit

    Read the rest of this update entry...
     
  9. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  10. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  11. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  12. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  13. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  14. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Moved back Blue's spawn at A.
    • Added displacements in the first area.
    • Reconfigured the building to the side of B to make attacking a bit more difficult.
    • Enlarged a holding area for Blue before C.
    • Removed a doorway for attack over the cart before C.
    • Redid C with Chin's help.
    • And semi major redo of D.

    Read the rest of this update entry...
     
  15. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Thanks Thanks x 1
  16. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Changed the floor blend in first area, we now have COLOUR.
    • Moved iconic door before A.
    • Simplified area after A near cliff.
    • Simplified B building and better realised what my ideas were for the point.
    • Redid the chickenwire room at C.
    • Added a shack at C that should become a sentry spot.
    • Redid hold building for Blue at D.
    • Redid Red spawn after C.
    • Removed easy route up to the conveyer highground for Blue.
    • Added shared route up to Conveyer highground at D which ties into redone route for Blue into DMey lowground.

    Read the rest of this update entry...
     
  17. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
  18. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Moved A point further along the track.
    • Decreased Red spawn time for B.
    • Added a new, limited use route at C.
    • Flipped around the wall of the cart shack at D.
    • Adjusted the main flank at D.
    • Change the geo around the cart shack to better help defenders.
    • Added a small rollback zone.

    Read the rest of this update entry...
     
  19. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Redid Iconic building at A.
    • Redid ammo at A to better help engineers.
    • Redid geometry of A to give more places to set up buildings.
    • Added a long awaited staircase for anyone on the lift at B.
    • Added some cover at B point for engineers.
    • Added a new sideroute for C's choke.
    • Reconfigured C's pickups and added a bit more ammo.
    • Removed a beam to make a sentry less annoying to take out.
    • Redid D's balcony area to better help engineers set up and not be constantly pressured.

    Read the rest of this update entry...
     
  20. Emil_Rusboi

    Emil_Rusboi L6: Sharp Member

    Messages:
    260
    Positive Ratings:
    264
    • Used a different, lighter blend texture at A so that elderlon can play the map.
    • Added a rock model to the area after the leftmost exit from Blue's perspective from spawn to help with sniper sightlines.
    • Removed a medium healthkit that I feel was making snipers too dominant on A, replaced it with an ammo pack.
    • Added a small crate to A so scouts can jump to the highground.
    • Lowered the entrance to B point, as well as lowered and smallened the doorframe so that snipers can't shoot out from the top of the lift.
    • Flipped around the staircase up the side of the lift.
    • Added a smol plank to help with not falling off.
    • Moved forward the highground in the flank and added some cover to it.
    • Added a new staircase in the flank for Blue.
    • Redid C's walkway flank so that it's more effective to control for both teams.
    • Changed around some cover after the tunnel after C to help with sniper sightlines.
    • Removed the path that lets you rotate from the cart area to the flank, you have to move through the main flank to get there now.
    • Added a new sentry/hold spot for Red on the other end of a sniper sightline, should be somewhat difficult to take out.
    • Medium redo of the flank lowground area.
    • Overhaul of the spawn so it's tighter designed (hopefully).
    • Redid the sniper cover near the spawn so that snipers (hopefully) have to stand in a single small angle to be most effective.
    • Added some new small structures which you can clamber on.
    • Added spec cams.
    • Hopefully fixed a bug where people would get stuck in spawns

    Read the rest of this update entry...