PL Markov A2

The original small map with big dreams.

  1. vanSulli

    vanSulli L1: Registered

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    18
    Positive Ratings:
    11
    Markov - Small map with big dreams.

    A tiny 3-point, single-stage payload map with lots of hidden vertical density that might just be big enough to play on.


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  2. red3pit

    red3pit L6: Sharp Member

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    280
    When I saw this name, my first thought was: Sorin, is that you?
    Shame for not using this name for halloween/vampire map! (jk)
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    • Like Like x 1
  3. Jsd

    Jsd L3: Member

    Messages:
    102
    Positive Ratings:
    15
    it looks really cool even that it is full of dev textures
    but it needs a little bit more time on the first capture point
    and a graphical bug on the third point that the hud dosent change and the thing that is above it still says red after
    you capture it
    and you need to add more spawns in the blu base
     
  4. Jsd

    Jsd L3: Member

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    15
    Nope I was just being dumb
     
    • Thanks Thanks x 1
  5. vanSulli

    vanSulli L1: Registered

    Messages:
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    Positive Ratings:
    11
    [​IMG]
    Big stuff:

    • Biggest change is obviously the big honking clipped fence/wall in place of the old fence that you could just hop over. [picture]
    • Red now has a new, much stronger rallying point at B and just before A [picture]
    • Accordingly, the underground section around A has been redone to give defenders a considerable advantage (still not sure about people finding it though) [picture]
    • Sightlines at last have been tightened considerably; a half-closed garage door now prevents sniper fights happening directly outside of red's spawn. The flank into last no longer has a direct view of red's spawn either (although this matters less now that the fence is clipped) [picture]
    • To compensate for the improved defenses, Blue now has a forward spawn after capturing A. [pic] [pic] (also pictured: rollback zone, better spawn lighting)

    Small stuff:
    • Lots of spots added - generally brighter interiors
    • The door from Red spawn to the battlements overlooking the start of the track now closes after A is capped. I might make it close even earlier or move A further back.
    • Battlements themselves are a bit bigger/deeper, mostly because the area was pretty cramped last time.
    • Rollback zones added directly after A and at the very end of the track.
    • Reduced the round time awarded for capping and the maximum time; ammo is more scarce near the track and more plentiful everywhere else.
    • other clipping/lighting/displacement stuff...
    Album for posterity

    Read the rest of this update entry...