luckything - BYO water A payload map, hopefully it's fun. Please imagine that the displacements are done really well.
-reworked whole of first point -added some props to jump around in blu spawn at setup -added another route after B is capped -removed unnecessary door within blu spawn -added new flanks to the building after A -added camera for players entering map -changed some window sizes around Last -dimmed some lights that were excessively bright Read the rest of this update entry...
raised stage above B moved A inside building added flank route on B neatened some brushwork and clipped some awkward places Read the rest of this update entry...
lowered wall near hold at A made the tunnel which sees sniper spot at A larger so snipers are more visible moved red first spawn [A and B] moved B slightly further in to red territory slightly nerfed sniper sightline on B with a rock, and added a flanking tunnel to where a spawn used to be red first spawn opens up after B is taken added a new flank area for b->c moved blu spawn for B->C moved C further, and added new area for the point reworked D (almost entirely) moved blu spawn for C->D clipped some things and filled in some missing brushes added signs to label points removed spaghetti routes (from v4 but forgot to list) - upped blu's respawnwavetime +1 Read the rest of this update entry...
good thing I checked - forgot to compile ldr in previous version Read the rest of this update entry...
changed route of C to be the lowground route added new (3 level) building over C removed a brush on the side of building that was previously making it difficult to take down sentrys repacked the map this time (!) Read the rest of this update entry...
removed a ramp that gave blu easy flank access on red at D fixed a displacement removed some unused OOB blocks Read the rest of this update entry...
Changes have largely been made to remake C and improve defensibility of D. The area leading up to B has also had a flank changed to try and make it a bit less chokey. slightly changed main spawn exit for A, with an inclusion of one-way glass made some areas around A and B more spacious - widening area/doorway and removing some parts did a bit of displacement improvement around A added some slight high-ground in forward B building fixed the signs being rotated when C is capped changed some routes on C, routing a far flank to emerge more focused with the other routes C now has some routes added that open up when captured routes in to C area have changed, as has the area itself. the buildings are now surrounding the point, which itself is in open low ground changed cover around C added some ammo near C blu forward spawn for D has moved back a bit, though in a similar position relative to the edge of map smoothed and slightly widened the area of D choke removed the red dropper route on D entirely so blu cannot use it at all extended the track that falls in to the pit added some cover on area outside of red D spawn made some glass on D one-way, and added some (normal) glass on a walkway where previously blu had an easy time of spawncamping opened up some area around D floor for engie nests added some safety railing around payload pit added some clipping around the map where needed added some displacements for the ground added a cool very intentional red texture on one face of a brush Read the rest of this update entry...
The main changes are an added red forward spawn for C and the flank at B being made one larger area but with smaller entrances. cleaned up some displacements where unintentionally non-walkable changed area around B flank to better allow red out without needing to push through choke changed the B flank to be on larger area with specific choke entrances and some space for dm moved capture zone back a bit for B reduced brightness on lights at bottom of B ramp walled off some of the highground looking down to B added forward spawn for red during C adjusted some path_track to try and make cart not float smoothed some displacements fixed alignment on a door at D removed some duplicated cart ambient_generics fixed the dynamic bridge zfighting when 'open' fixed an overlay fixed some clipping tidied some brushwork Read the rest of this update entry...
fixed a teleport brush that was too big blocked off a red flank on B-C Read the rest of this update entry...
We played this map in an imp earlier today. The map in general has way too many flank routes and hiding places, and some of the flank routes are bigger than the main route the payload goes through. I do think you have something good going on with Blu spawn up to A though. I think you should axe the map after the A point and kinda build off of that instead of just having the map begin to sprawl out into a ton of different disconnected areas.
The main change is that the B->C route has been simplified widened some parts of the payload routes widened the chokes at A added some detail over the rock that stickys could hide inside at A moved C and D areas to align the C track to be a straighter route (so that it's easier to follow) moved B->C flank to be simpler, and branching from main route (rather than from another flank) moved red first spawn slightly to move flank routes in place red first spawn will now teleport to C once B is capped tried making some more displacements (some will still look a bit square) added clipping to smooth some things Read the rest of this update entry...
Minor fixes and changes removed lip above entrance to D moved ammo + small health at C from stairwell to ground floor so more visible but more exposed removed a small lip/ramp at A to simplify space (no route/access has been changed) clipped a transition between displacement and floor fixed a displacement edge sticking out of the ground added a displacement near B ramp so that players don't get caught dimmed a light so that it doesn't look too much like a route added some props on top section of cliff for C flank, to make it less dangerous pushing in. a few props added on outer areas of gameplay space Read the rest of this update entry...
Minor tweaks to make some areas more interesting and some important clipping changes. added some props and blocked route for initial directing of red players towards A (which disappear on A cap) added some geo around area before C to make it less of a flat plane fixed some major clipping issues fixed a nobuild not being big enough extended a cliff slightly outside of blu last spawn so players can't walk off so easily blocked some sightlines that were unintended added some geo to replace crates at D while also blocking off a drop that was easy for red players to accidentally fall in to pit Read the rest of this update entry...
We've played this map a couple more times in imps since my last post, and I think I've really warmed up to the layout. There's been some pretty intense games on C and D since the server has learned the map. So I think I take back my old post, cause it was definitely made from a place of inexperience with the map. Well except for B anyways. I like the other points on this map, but I think B is pretty weak in comparison to them. It's just sorta a flat area with 2 obelisks and a sightline. I understand it's purpose as a chokepoint, but I don't think it's very fun to hold or attack. Honestly I would suggest merging the current outside area into the building where Blu flanks. Something like this. I think this could work pretty well cause it keeps B as a chokepoint and would make it more interesting to fight around. what the freak why is this img thing stuck under me now wtf help i cant even see it when i edit
lots of clipping changes B point has had some detailing and structural changes around the point B flank no longer exits outside red spawn, but will exit near the point (still same number of exits) added explosion and kill trigger at D made smoke particle at D a darker green changed the sawmill soundscape to a custom one so that waterfalls don't have thunderstorms info_decal changed to overlays, and some brush sides reassigned some displacement creations and changes a wall near blu spawn A has been rasied so heavies don't have such an easy time looking over and shooting added some trigger_push on the stairs that rise up to try and help players not get stuck in them fixed a spawn door that players could get stuck on Read the rest of this update entry...
clipped the pallets on top of the crates fixed sentries not being able to build in underhang near B ramp smoothed displacement at B fixed a teleport brush sticking out at red first spawn removed erroneous trigger brush changed some ammo pack sizes Read the rest of this update entry...
A few clipping fixes changed lights in red first spawn to not have sprites changed crane model I dont remember what else Read the rest of this update entry...