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PL nesman B3

payload map

  1. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    nesman - payload map

    My first payload map. unsure what the theme will be, but that will come in beta.
     
  2. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  3. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  4. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  5. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -Moved pathway on last to allow for better defense
    -added some props to give red a better height advantage on last
    -removed pathway allowing blu to flank easily on third
    -made it easier to allow blu spies to get behind through third point
    -edited small prop placements just because why not
    -etc

    Read the rest of this update entry...
     
  6. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  7. Zoomspilo

    Zoomspilo L69: Deviant Member

    Messages:
    69
    Positive Ratings:
    16
    area really big
     
    • Respectfully Disagree Respectfully Disagree x 1
  8. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    ok which area?
     
  9. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -extended track from first point to second point
    -red now has a forward spawn till 2nd cap
    -optimize
    -added house to allow engineers a better chance at defending first
    -added doors to cut away flank routes till certain points are captured
    -increased setup time
    -added props and improved clippings
    -added small rollback zone before final point at last

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  10. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -updated blue first spawn to allow cover so you cant get sniped when you first spawn
    -raised one door on blue first spawn to allow some height advantage
    -fixed red forward spawn so it is now completely disabled from working after blue has captured third (was an exploit before)
    -added some texture to nodraw areas that were missed before

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  11. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -added many open flank routes
    -adjusted where hp/ammo are and how much it is
    -added props for some sort of cover
    - I really dont want to add more of what I did it was a major update kind of

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  12. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  13. JakerBiker

    JakerBiker L1: Registered

    Messages:
    4
    Positive Ratings:
    1
    feedback for a9:
    -this map has a great layout
    -fix the no entry signs at spawns to make the no entry signs fit in the doorway
    -at the beginning replace one of the trucks with a smaller prop - feels clustered in that small area
    -bridge at the begining is a huge choke point
    -at the second blue spawn make the door two way
    -at the second blue spawn add another exit - easy to be spawn camped
    -door after first point and before second point(the door that you activate after you push the cart a certain distance) stays open forever (even in different rounds) after you open it
    -bug where the cart gets stuck sometimes going downhill at the last point (IMPORTANT!!!!!!!)
    but besides those things, the map looks great. keep up the good work!
     
    • Thanks Thanks x 1
    Last edited: Aug 20, 2017
  14. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -fixed issue with cart getting stuck on last
    -textured areas where nodraw was still showing
    -added fence to reduce sight line from blu spawn to red first point
    -added barrier on last to reduce sight lines
    -optimized last
    -clipped areas that needed some clipping

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  15. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    -forgot to compile with clippings in a10... wops
    -clipped trees
    -adjusted supply lockers due to being able to see the wall when opened

    In theory I might be able to go to beta1 in the next update.

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  16. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
  17. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    Added one way gates around second point to stop red flanking from third cap.
    Clipping Fixes
    Added room on last
    Added ramp on last for spys
    Sort of removed some sightlines

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  18. nesman

    aa nesman oh god how did this get here

    Messages:
    207
    Positive Ratings:
    56
    Added clippings to detail areas
    Reworked wooden structures on last
    Added much more health/ammo on last
    Fixed one-way doors going from blu forward to red last point

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