lodgement

PL lodgement A3

Sarexicus

info_player_sarex
aa
Apr 18, 2017
61
66
lodgement - A Frontline-style map set on a beachhead, leading up through a town.

pl_lodgement (formerly known as pl_wartorn before realising that the name is extremely ununique)

A Frontline-style map. Attackers start on a beachhead and advance through a town and finally towards a cliff finale. A train-line explosion is planned for the finale destruction.

My first proper, serious map that isn't part of any contest.
 

Sarexicus

info_player_sarex
aa
Apr 18, 2017
61
66
- removed mines
- made shortcut door to D one-way
- removed OP teleporter and sentry spot from back
- for that matter, removed entire back flank route, because it was useless
- made dead-end room less dead
- clipped underneath stairs (dangit, crash)
- added flank area inside cliff at A to make getting first easier
- scaled water to 1:1
- removed mines
- made cubemaps less bad
- fiddled with geometry around A
- clipped more stairs, especially around A point
- lowered cart in some places, but not all
- fixed a helluva lot of displacement seams
- prevented building of teleporters and other buildings in blu and red spawn
- removed mines
- increased respawnroom size so now it's safe to spawn anywhere inside
- lowered the time down to 10 minutes ok what was I thinking there
- added bridge where old flank route used to be
- red back spawn's lower exit is now a chute and no longer contains ammo
- did I mention I removed mines?

basically a lot of small fiddly changes

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Sarexicus

info_player_sarex
aa
Apr 18, 2017
61
66
A2a - "You were supposed to bring balance to the map, not break it!"
- fixed one slow door in RED's back spawn
- speaking of back spawns: made the respawn room actually work omg
- i repacked and everything how could I miss this stupidity


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