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PL Operandi A13

Alpine payload paying homage to Process and Gorge.

  1. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:
    -Removed unnecessary spotlights, added spotlights in key areas to highlight particular routes
    -Detailing
    -Reworked cameras so you can't spy on enemy as easily + added new camera for BLU at their first spawn
    -Changed staircase to medium ammo ledge at C into an outdoor pipe
    -Reworked weird metal battlements at C to be less weird and imposing on BLU's ability to push that area
    -Can't remember what else I changed lmao
    -Bruh moment

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  2. EngineerWhoWee!

    EngineerWhoWee! L2: Junior Member

    Messages:
    70
    Positive Ratings:
    26
    I'm really liking the detail put into this map. Good job!
     
  3. Startacker!

    Server Staff Startacker! Writing leaf ambient...

    Messages:
    445
    Positive Ratings:
    687
    I put a video together that I hope explains some of the feedback I gave the C point of this map, and how C could be better.

     
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  4. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:

    -Adjusted geometry in main B room
    -Adjusted lower hallway from B to room that unlocks on B cap so the exit isn't in view of C
    -Changed flank building at C into outdoor cliff
    -Removed connecting catwalk to aforementioned cliff
    -Adjusted ammo on smaller, older cliff
    -Adjusted geometry diagonal ledge near C cap, added door directly up to this ledge that opens on cap C
    -Changed stairs in computer room behind aforementioned ledge to retract on cap C
    -Detailing adjustments

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  5. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:
    -Made some of the packs on A slightly bigger in RED's favor
    -Rerouted the (formerly) one-way route into B to start in the courtyard instead of under the bridge and removed the one-way element
    -Removed weird inaccessible balcony at B
    -Redid cliff area at C to be an extension of the B building with a door-sized window overlooking the general C area on the rocks
    -Adjusted which doorways unlocked when B was capped
    -Added second BLU forward spawn at C to make flow into D potentially better (becomes active 10 seconds after cap C to reduce chaos)
    -One-way door from C to A (that locks on cap A) no longer unlocks on cap C due to aforementioned change
    -Removed a spawn exit from first BLU forward spawn so to not lead players into dead ends (also due to aforementioned changes)
    -Adjusted doorway into computer room leading to D to reduce peak angles in new forward spawn
    -Replaced cart bypass stairwell at D with ramp from the full ammo to the upper level and a vent connecting where the bottom of the stairs used to be with the inset containing the bomb hatch
    -Minor spawntime, detailing, and lighting adjustments

    Main thread's screenshots will be updated, haven't updated them in a while.

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  6. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:
    -Updated lighting
    -Fixed some solid lights to be nonsolid
    -Made tons of walls (especially ones with windows) slightly thicker and less weird
    -Slight geometry tweaks at A
    -Removed dynamic door and doorway directly under the bridge entirely
    -Redirected forward spawn in room under the Beacon building to aim more towards B (also because of aforementioned change)
    -Removed dynamic doors from the entryways into B (except the train gate, that stays for now)
    -Simplified geometry near RED's holding area at B
    -Adjusted cover on highground at C
    -Removed all of the dynamic doors from room immediately under highground and removed door perpendicular and next to the cart track entirely (might've done this last version but can't remember)
    -Replaced weird "portal stairs" at computer room leading to D with regular stairs
    -Replaced dropdown from Alphabet (room connecting D to A and C) with steep ramp decorated as a stationary akira elevator
    -Simplified dynamic doors at Alphabet to be constantly open until their respective points are capped (instead of being Badwater shutters) and closed the two formerly partially open windows nearby
    -Pushed rollback at D slightly closer to bomb hatch
    -Removed weird glass walls near last to make things less cramped (and because they're no longer necessary due to aforementioned changes)
    -Removed railing from Queens (room with giant window)
    -Possibly more that I forgot lmao

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  7. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:
    -Readded rollback zone to C
    -Downgraded health in courtyard before B building
    -Adjusted BLU's D spawn times

    -Meant to fix skybox sun not lining up with the actual lighting but I'm lazy (ie I'll do it in A12)

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  8. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    Changelog:
    -Fixed skybox not having the sun in the right spot
    -Detailing adjustments
    -Added a few small arrows near the forward spawns
    -Adjusted height of the middle door into the yard before B to make using the upper route into the yard more viable (RED has less visibility into the crane room now)
    -Made windows at Beacon one-way opaque in favor of BLU
    -The guac is extra

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  9. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
  10. Paper_

    Paper_ L5: Dapper Member

    Messages:
    231
    Positive Ratings:
    106
    I don't remember half the things I changed this version, but let's see how much I can remember.

    Changelog:
    -Adjusted lights to be warm or cool in certain areas (instead of flat white)
    -Tons of detailing adjustments/additions
    -Added a forward spawn for RED for just defending A
    -Removed doorway connecting Last to A due to previous change rendering it unnecessary
    -Changed ramp connecting crane room to pre-B courtyard into a dropdown w/ railing due to previous change, and to discourage BLU travel directly to RED's forward as well as encouraging RED travel through A before reaching BLU's spawn courtyard
    -Added well shutter onto tracks after C that stays open once the cart gets near in order to block a sightline and discourage BLU travel into Last before C is capped
    -Adjusted doorway near slightly open window at C to block another sightline
    -Added dropdown passage from giant window room to deeper into Last

    Probably want to test this iteration with minimal changes for a bit due to the length of time between A13 and the last playtest of this map.

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