Mache

CP Mache A15a

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Changed map name to Mache
-Added another floor to side building at A to give defenders somewhere to actually defend from
-Removed extra health in underground room at A
-Shift BLU forward spawn over slightly to remove nasty sightline into the door
-Fixed RED forward spawn resupply cabinet trigger not disabling on cap A
-Made jump from rock at B to ledge near one-way door possible
-Made some doors at B not open until A cap to prevent awful flanks
-Remade C entirely
-Made lights dimmer throughout the entire map

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Fixed clipping on top floor of defense building at A
-Added small health to flank building at A
-Added slight cover to aforementioned building to make offense sightline less dangerous to B defenders
-Fixed RED forward spawn door not forcing open properly on A cap
-Removed small health from top part of B cap zone
-Added little ramp on B capzone to improve flow overall
-Made ramped section of C cap zone be just short of top of ramp instead of flush with top of ramp
-Extended C cap zone backwards towards RED spawn (experimental)

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Made cap times for B and C slightly longer
-Adjusted upper doorway of 3-story building at A and added chickenwire wall to make stairwell to 3rd floor more visible to defenders
-Upgraded 3rd floor ammo from medium to full
-Added link between 1st floor of aforementioned building and underground flank room
-Fixed BLU forward spawn trigger not starting disabled
-Adjusted geometry on B cap zone to make flow smoother
-Redid staircase building at C to give RED highground over point
-C cap zone no longer goes up ramp; stays flat spanning from foot of ramp to wall opposite
-More than I forgot lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Minor detailing changes
-Added minor transitional buildings between BLU first spawn and A (yard lengthened to compensate)
-Changed RED-sided staircase to window room at A into dropdown that unlocks on cap A
-Removed weird highground ledge looking at C, rerouted stairs to new room above double-shutter room w/ windows looking onto C
-Raised entirety of C (the concrete area and buildings attached) to make BLU highground significantly weaker
-Adjusted cover wall at C to be higher, opaque, and unable to be jumped over
-Shifted RED spiral stairs spawn exit door to top of stairs (ie, the stairs themselves are no longer within the spawn trigger and the door at the bottom is always open)
-More that I don't remember lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Added full health near ammo in underground room at A
-Moved packs in stairwell building at A to just outside (BLU-favored)
-Added/upgraded some other packs periodically
-Adjusted spawn times for both teams
-Adjusted geo/props in room connected to RED forward spawn to be slightly larger + add means of somewhat easily climbing back into the spawn
-Made shutter windows that open on cap A only open partially (allows shooting through but not move through)
-Started larger detailing on BLU spawn

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Unfucked weird diagonal building near BLU spawn
-Changed BLU spawn exit nearest aforementioned building to compensate for previous change (+added partition in spawn to further compensate)
-Did a lighting thingy in underground flank at A to draw more attention to stairs
-Adjusted geo near some spawn doors to allow teleporter placement
-Adjusted RED spawn times on A
-Added stairwell in former dropdown building at C to make defense easier + allow RED to bypass window sightline
-More that I can't remember lol

Overall things are going well! Maybe I can get into beta once the Minor Contest ends!

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Adjusted spawn times (mainly for RED)
-Adjusted cap times for A and B
-Changed windows that close on cap A into shutter door things to make them more prominent; adjusted cover nearby to make players flanking through building less visible to arriving defense players
-Made spotlight thing in aforementioned room less bright
-Added pair of medium packs under BLU lobby stairs at C
-Added cover props around C
-Detailed the room under A a bit
-Removed Herobrine (sorry Lofi)

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Reverted change to flank window at A
-Adjusted fences near BLU spawn to block weird sightline
-Added nobuilded crates to third floor of building at A to make sentries more vulnerable
-Fixed broken areaportal
-Adjusted cover around B + added health to main route to B to make said route potentially less shit
-Shut 2/3 windows looking at B and made last window open fully again to make the window more vulnerable to BLU
-Made B cap time slightly longer
-Made RED respawn time at C slightly shorter
-Slight detailing additions
-Removed some custom assets
-More that I don't remember lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Adjusted cap times again
-Swapped window that opens on cap A
-Added slight cover to main route to B
-Adjusted geo behind train on B to make the area less boring
-Yeeted small route into C underneath main sentry perch, replaced with cubby with medium ammo
-Added new route on other side of middle building at C
-More tiny detailing adjustments
-eeeeeeeeeeeeeeeeeeee

Finally gonna update the screenshots in the main thread as well

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Snow (experimental, will probably switch back)
-Put crossbeams on multiple pieces of chicken wire cover to increase visual clarity
-Adjusted health and ammo in a few different places
-Added junk props on roof of broken window building near BLU spawn to make it more apparent you can't jump up there
-Added barrel near BLU forward spawn so people can climb back up to it
-Adjusted geo near RED forward spawn to make placing teleporters on ledge possible
-RED now gets a temporary forward spawn when A is capped (ie, players get force-respawned into a room right near B, then their final spawn immediately becomes their spawn for the remainder of the map)
-Removed red stairs from chickenwire building on C
-Reduced C cap time
-More tiny stuff idk

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Changed ugly snow texture to barnblitz snow texture
-Redid a bunch of signs
-Fixed RED spawning in temp forward spawn early
-YEETed window room from C
-Added doorway connecting C shutters to full health alley
-Added little scaffold in aforementioned alleyway
-Adjusted geo of dropdown building at C to make longrange spam of primary sentry spot easier + make route slightly more viable
-Detailed A radio tower building a bit (barnblitz insp)
-More that I don't remember lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Reduced starting time from 6 min to 5 min (max is still 6 min)
-Added (probably useless) ghost lights
-Replaced patches under packs on snow with planks
-Attended the Idolon School of Making Buildings Look Less Cringe
-Fixed snow clipping through wall at A
-Fixed baseball not rendering (Timmy done fucked up)
-Adjusted geo throughout C to yeet crack sightlines
-Removed barrel near tank at C so not all classes can climb up onto it
-More stuff that's honestly probably not even worth mentioning

Good luck to all the other contest entries! :3

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-A ton of artpassing
-Several health/ammo adjustments, among other adjustments
-Added playable space and windows to radio tower room on A; this should potentially give players a better idea that this flank exists, as well as making the A area as a whole less cramped and granting BLU another means of outranging sentries and other defenses sitting in the third floor of the house.
-Redid dropdown/one-way door into B; the one-way door has been moved to the more inward doorway (but still facing in favor of BLU) and the dropdown has been replaced with stairs
-Added a passage from end of A/B alleyway to room in front of RED first spawn, includes window that can be shot and jumped through facing the cap
-Redid B/C lobby entirely; includes new shack with accessible roof near B, completely different double shutter location, new(ish) outdoor area between lobby and C itself, and more
-Can now jump over fence near defense house at C
-Redid dropdown house and flank alley at C into a new, larger flank building; this and previous massive lobby change are attempting to better funnel attackers
-More that I can't remember

Screenshots will be updated in the main thread

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