PL Monttu A6

Somewhere out in nowhere, a pit needs to be blown up.

  1. Fillmore

    Fillmore L3: Member

    Messages:
    104
    Positive Ratings:
    79
    Monttu - Somewhere out in nowhere, a pit needs to be blown up.

    A rather simple Payload map, where BLU sets out to push a bomb into a pit that RED keeps building for their bases. It's like a vicious cycle of explosions.
     
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  2. Fillmore

    Fillmore L3: Member

    Messages:
    104
    Positive Ratings:
    79
    • Removed the MvM Tank SFX due to the confusion it caused
    • Removed some flank routes to give RED an easier time on defense
    • Flank route leading to B and C now opens when A is captured
    • Removed some doors at A
    • Removed one of the gates at the front (they felt unnecessary)
    • Raised BLU's respawnwavetime to 3 (was 2 earlier)
    • Lowered RED's respawnwavetime to 8 (was 10 earlier)
    • Reshaped the area at A
    • Reshaped the area a bit at B
    • Reshaped the area around C
    • Added a sidedoor to RED's C spawn
    • Added some missing patches for kits at last and B's tunnel
    • Retooled last
    • Reshaped RED's last spawn to actually be a spawnroom
    • Adjusted lighting to alleviate some dim or dark areas
    • Adjusted some kits at C's back route
    • Adjusted the sidedoor leading to last, now one-way from RED's side
    • All dead RED members now respawn once B is captured
    • Tried to make signs more clear as to where to go when RED respawns near C
    • Tried to address some of the ridiculous sightlines

    Read the rest of this update entry...
     
  3. Fillmore

    Fillmore L3: Member

    Messages:
    104
    Positive Ratings:
    79
    • Clipped a tire to stop people getting stuck on it
    • Altered respawnwavetimes again
    • RED's respawnwavetime raised to 9
    • BLU's respawnwavetime raised to 3
    • BLU's respawnwavetime goes up to 4 when C is captured
    • Altered additional time bonuses to be less generous
    • Altered geometry at B, C and last
    • Reshaped BLU's first spawn a bit
    • Made the sidedoor leading to last one-way from RED's side
    • Fixed a case where BLU could build in spawn
    • RED now has equal pushing power at the finale

    Read the rest of this update entry...
     
  4. Fillmore

    Fillmore L3: Member

    Messages:
    104
    Positive Ratings:
    79
  5. Fillmore

    Fillmore L3: Member

    Messages:
    104
    Positive Ratings:
    79
    • Adjusted roundtimes
    • Gave BLU 1min more to attack with (5:30 from 4:30)
    • Capturing A gives 3:30 now (B and C up to 4:00)
    • Adjusted geometry at C
    • Adjusted item kits at the A-B corridor
    • Adjusted item kits at C
    • Adjusted geometry at last
    • Made something spin that didn't spin before
    • Finally remembered to give BLU's first spawn a soundscape
    • Fixed a case where the round ends a bit late when BLU takes the final point
    • Fixed a leak that wasn't leaking properly
    • Fixed the Payload receding more than it should on some cases
    • Moved the sign at A
    • Removed some props at C's back-route
    • Slapped some blockbullets on the checkpoints like I should've done a while ago
    • RED moves to their C spawnroom once A is captured
    • RED no longer force-respawns once B is captured

    Read the rest of this update entry...