Laborde - Process inspired pl map with a cliff I liked the theme of process and with that I present to you pl_laborde. A laboratory based on a mountain side.
-added route to shorted blu travel time to Last -fixed overlays -added more signs -added balcony area on last -removed sentry spot on last -nobuilt door for pit Read the rest of this update entry...
-added props -shrunk last -changed when short cut door opens -added signs -changed cart time Read the rest of this update entry...
-changed A point to have pipes to aid sentry placement -added routes to A -added route from A to B -added catwalk on B -changed routes entering B from A -pushed red forward spawn back -adjusted respawn times based on which point is captured -changed overlays for hp/ammo kits Read the rest of this update entry...
- added cover to A courtyard - expanded A - expanded B - been a while I need fresh testing data Read the rest of this update entry...
-added high ground for red at all capture points -removed majority of high ground for blu at capture points -reworked last -added major high ground for red -adjusted route entering last -shrunk last to aid engis with defending -adjusted selected hp/ammo kits -added more buildings in non playable area so map wasnt super boring looking Read the rest of this update entry...
-added route from B to C when blu captures B -route added is one way for blu -added minor detailing and lighting adjustments -added one way windows for blu forward spawn. Read the rest of this update entry...
-added route for blue entering A -added flank route coming form A to B -fixed door clipping -adjusted health/ammo pickups -moved red first spawn door so players head to front of map and not last -fixed various doorframes -fixed displacements Read the rest of this update entry...
-fixed respawn times -adjusted ammo -fixed clippings -fixed chicken wire not rendering Read the rest of this update entry...
-"fixed" spawn times -adjusted health/ammo kits -extended first courtyard -fixed displacements -added upper route for blu on B -removed high ground route for red on B -made one way for blu coming out of B -fixed lighting Read the rest of this update entry...
-change red spawn logic A-C -red now spawn in one location with 3 doors that close when route is captured -reworked A routes into point -gave blu risky but worth while woute into A -removed stairs from red on A -removed route on A benefitting red majorly -added doors that close so red cannot over power blu when points are captured -gave blu high ground on last -gave red more defendable area on last -gave blu another route into last that risky but can help attack -gave blu new forward once C is captured -moved red last spawn door to prevent sightlines TL;DR red forward has moved to a central location with 3 doors that each go to a point and lock once that point is captured similar to how swiftwarer works. Read the rest of this update entry...
-remove route outside red forward spawn -updated lighting -removed crates that could make op sentry spot -fixed glass not being rendered Read the rest of this update entry...
-added route for blu at attack without getting snipped at C -adjusted blu routes into B -added HDR -removed props on last -updated health/ammo drops -added route for blu to quickly move between a flank at A Read the rest of this update entry...
-overhauled blu spawn courtyard -added spy buffs -removed red spawn before C -adjusted stairs into last this version tests and verifies whether or not I need to redo C and last completely Read the rest of this update entry...
The routes at last for blue are not very good. The main route feels correct, but the other two are both really easy to spam out. The inside route that red has to jump for is no longer quite as good for red pushing forward, but its still just about useless for blue, and the only other flank just delivers you directly next to the main route and is hardly a flank (not to mention, it takes the longest to walk there of any route).
-moved C -overhauled C -overhauled last -added new routes into last Read the rest of this update entry...
-added flank for blu at last -fixed door to C -adjusted a spawn time -adjusted health/ammo Read the rest of this update entry...
-Overhauled A -adjusted lighting -overhauled last (I think) Its been a while. I forgot where I left off and need fresh feedback. Right now im debating redoing B entirely as well as the connectors from A to B and B to C. The next test will hopefully verify my thoughts as well as testing the new A. I also might add a hallway with spawnpoints at last between the last CP and outer courtyard to place red closer to C and add props approaching A from B for spies to be able to sneak around better. Read the rest of this update entry...
-added flank route on B -made windows one way at A -moved red forward for B -force respawning for red once A is capped -added health kits -added props to allow for spy maneuvering on A -adjusted lighting Read the rest of this update entry...