Close enough
- Fully artpassed with help from TheoF114!
- Added a small stairway up to the shipping crate at A point, opened up one of the windows behind it
- Modified walkway in A-B connector building to allow access to the doorway
- Other minor changes
- Fixed being able to build in the river
- Fixed being able to shoot over BLU main spawn
- Fixed odd clipping in the A point garage
- Slightly adjusted some detailing
- Removed green mothership phantom lights on the building just outside BLU spawn
- Improved clipping at B area
- Removed Island sign (full credit for it still goes to Scott Petty & Schmitz for it within older mudwater versions)
- Minor detail changes
- Removed some MvA content
- Added in some fresh content
- Added a menu/loading screen preview
- Fixed some clipping
- Added a trainwreck at BLU spawn (particles subject to change)
- B point balcony now allows REDs to drop to the cliffside
- Full ammo on B point balcony turned to medium
- Medium health in big brick B point building turned to small
- Medium health on cliffside turned to full health to compensate for balcony change
- Lengthened round time greatly
- Slightly added to B point cap time
This map had some of the best detail scenes IMO. The atmosphere of it was great. I am hoping that this change does not mean you will remove the alien scenes like the one under the floor. But I assume you just wanted to remove the giant green space ship from over the point, and that you will keep the alien theme:- Removed some MvA content
This map had some of the best detail scenes IMO. The atmosphere of it was great. I am hoping that this change does not mean you will remove the alien scenes like the one under the floor. But I assume you just wanted to remove the giant green space ship from over the point, and that you will keep the alien theme:
On a side note, from the pics it looks like the train crash was rather massive, which shouldv'e caused MUCH more smoke.
How badly would the railway have to mess up to get two trains to collide head on like that?
I thought it was all about the aliens?
Like, there's a freaking spaceship in the sky and alien props everywhere, what does the train have to do with it?
unless...
Valve said:Mudwater
For an attack/defend map, there seemed to be too many flanking routes for the attackers to surprise the defenders. The defenders might have to spread themselves too thin to cover all of the routes.
There was no obvious front for the fighting. Players were spread out all over the place.
No landmarks for communication.
River vista near control point B is cool and easily missed. It would be good to bring that more into the map for players to see, which could also serve as a point of reference for orientation.