Oil Ridge

PL Oil Ridge A7

vulduv

L4: Comfortable Member
Sep 12, 2016
167
48
*redid the flank at A to give blu some high ground and make the flank less of a death trap.
*removed part of blu's forward spawn and added a flank route in its place.
*shortened the max timer time.
*decreased the amount of time blu gets for capping points.
*added decals under all healthkits and ammo packs.
*fixed a MASSIVE sightline from C house to last's balcony.
*added a balcony to last that blu has access to.
*moved the sheet metal on last to make shooting inbetween it and the oilrig pillar easier. (me and a soldier spent about half a min trying to shoot a sniper on the other side.)
*added a few crates to last to help scouts get onto the fueltank.
*added windows to blu spawn and red last.
*fixed a hole in the tunnel entrance that dident realy need to get fixed, but meh.
*made it so blu spawns slightly further forward after capping A. kind of like on upward.

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vulduv

L4: Comfortable Member
Sep 12, 2016
167
48
*moved rocks to open up Blu spawn to A
*added a 2fort fence to A to make it easier to not get killed by sentries as soon as you go throu the opening.
*removed door in the side building at A to make it easier to flank.
*made the tunnels wider.
*changed max time to 5min.
*changed C to add 1min of time rather than 1min and 30sekonds.
*moved B into the tunnels.
*moved C onto the end of the wooden overhang.
*widened C to last abit.

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massacre master

L2: Junior Member
Feb 2, 2018
88
20
Are the roofs accessible? After the second cap point when the cart heads into that small indoor space, is there an alternative route?
 

vulduv

L4: Comfortable Member
Sep 12, 2016
167
48
Are the roofs accessible? After the second cap point when the cart heads into that small indoor space, is there an alternative route?
i think you meant the first cap. if so. then yes. there is a second route. i have tried making it more clear that there is a second route.
if you meant second. then i have no idea what your talking about.
also. none of the roofs of buildings are accessable.
 

vulduv

L4: Comfortable Member
Sep 12, 2016
167
48
*removed red first spawn and made red spawn from the blu forward spawn instead when the round starts (kind of like upward)
*increased setup time because of red spawning further back
*moved the A point to inside the tunnels.
*moved the B point back into the house.
*moved the C point back abit.
*increased the ambient light abit.
*removed a confusing corridor in the A point flank.
*tweaked some smaller things.
*raised the roof of the B point building. (it was so low it looked like you could jump up ontop of it from the highground where B used to be.)

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vulduv

L4: Comfortable Member
Sep 12, 2016
167
48
*redesigned the flank around after A point.
*moved back the red first/blu second spawn by about 64 hammer units to make that area abit more open.
*gave blu a new forward spawn when they cap C.
*removed a useless corridor so i could actualy fit the spawn in that general area.
*made the blu balcony on last bigger.
*added ammo in the tunnels.
*changed a flank at B so it guides you throu the flank instead of to the dropdown.
*made some walls thinner.
*added arrows at red first/blu second spawn so red players dont go up the mountain instad of down it.
*added resupply signs to spawnrooms.
*i optimized the map abit! :3

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◤Bl4ke◢

L1: Registered
Mar 29, 2018
44
29
After walking around for a bit, so far this feels like upward's and badwater's mostly un-textured love child