1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

PL Monttu A9

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

  1. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    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.
     
    • Like Like x 1
  2. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    • 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 L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    • 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 L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
  5. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    • 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...
     
  6. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    • Swapped over to Gravel Pit's skybox
    • Adjusted geometry at A, C and last a bit
    • Extended a walkway at B for sake of seeing how great of an idea this is
    • Removed the Cactuscanyon-style finale
    • Made one of the buildings at last inaccessible since it became pretty pointless after changes from earlier version(s)
    • Added something to B to stop RED from taking fall damage while jumping down

    Read the rest of this update entry...
     
  7. ics

    aa ics http://ics-base.net

    Messages:
    733
    Positive Ratings:
    443
    Great name for a map! I used to have finnish names on my maps in the past and it was hilarious when people tried to say those out loud. At one point i started using english names just that they are more easily readable.
     
  8. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    Originally I just intended this to be a devname while I think about an appropriate name later but the name has kinda stuck to me at this point
     
  9. Fillmore

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    Alpha 8

    • Lowered RED's respawnwavetime to 7
    • Removed 30sec from the roundtime
    • Removed some stairs from the BLU side of A
    • Relaxed the clipping at A a wee bit since there was a spot that didn't really need it
    • Adjusted geometry at B
      • Added a second route for RED that leads to B
      • Said routes have one-way doors now to stop BLU from getting in there
      • Removed the open window at B
      • Reshaped a building interior near B to fix a case where teams could interact with the cart through walls
    • Added some crates at the back area of last
    • Removed the one-way door RED had at that same area, let's see if it's a good idea
      • Chances are, it probably isn't
    • Fixed a case where the client has a fit trying to understand the finale pit
    That last one is an odd thing: apparently it was due to the grate being too close to the func_brush so the client thought you were walking on both the prop and the brush at the same time?
    This is all a wild guess but that's all I have, considering the issue got fixed by just lifting the grate up a notch

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

    Fillmore L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    90
    • Changed skybox to Gold Rush's after considering that the current lighting doesn't really fit Gravel Pit's skybox
    • Finally adjusted BLU's first spawn to not be ridiculously large
    • Adjusted lighting at the lower route leading to B
    • Adjusted clipping at A to fix a spot where people can get stuck behind a rock
    • Adjusted clipping at B to fix people standing on a roof they should not stand on (safety hazard)
    • Flipped the opening direction of the upper RED one-way door on B
    • Adjusted geometry at B
      • Basically removed two routes for attackers which hopefully would give RED a better chance at holding the point
    • Adjusted geometry at C in an attempt at trying to tone down the amazing sightlines
    • Adjusted the planks at C to make it more clear that you can't shoot through the gaps
    • Adjusted a stack of crates near last to address people getting shot by people they can't see
    • Removed the small health kit near C due to its awkward position
    • Removed the medium ammo kit near the stairs at RED's B-C spawnroom
    • Put something in the room that houses BLU's first forward spawn so it's less of an empty box
    • Added nobuild to a location on last that led to un-assailable Sentry Gun positions

    Read the rest of this update entry...