PL Orleans A3

A payload rail running through a sunny port-side town.

  1. PaperPlayerX

    PaperPlayerX L3: Member

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    Orleans - A payload rail running through a sunny port-side town.

    Had a port with a boat in it sitting in my hammer files, decided to make it a fully-realized map.

    Push the payload from the back alleys of this sunny, unnamed town, past the massive cargo shipped docked at the main port, through an arms manufacturing facility, and ending in an undisclosed (will eventually be) spytechy location in what was once the town center.

    Screenshots:
     
  2. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    113
    Positive Ratings:
    22
  3. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    113
    Positive Ratings:
    22
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  4. PaperPlayerX

    PaperPlayerX L3: Member

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    Changelog:
    -Unlocked the door on the first floor of the ale house
    -Moved point A to be in front of the aforementioned door
    -Made the port/B area slightly longer and added a new building (bell tower w/ wooden gate) to increase the distance between A's new location and B
    -Made the door that opens when B is capped more obvious that it's for that purpose (previously it was a well shutter door)
    -Adjusted spawning locations in Red's initial spawn; made them face the door leading to A directly at the beginning, then shift to the diagonal-facing spawns when A is capped
    -Made it so players inside Red's former spawn are teleported to their final spawn when B is capped (the spawn doors to the initial spawnroom are also disabled
    -Fixed a door that could clip through the floor and block a path
    -Made cover walls above Red's initial spawn taller to block a sightline
    -Added a one-way door to the sewers connecting C to D in favor of Blu
    -Made the door to the balcony between C and D one way in favor of Blu
    -Added a window and a stack of crates from the side room (connected to the one-way sewer) to the Red-favored balcony at D to allow spies to climb up it and sap sentries on it
    -There is also a new skill jump from the Blu-favored balcony at D that also lets you get to the Red balcony
    -Lowered the water in the port to make it more obvious that it kills you
    -Other minor adjustments that I probably forgot

    Screenshots:


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  5. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    113
    Positive Ratings:
    22
  6. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    113
    Positive Ratings:
    22
    Changelog:
    -Adjusted respawn times across the board
    -Red is now force-respawned (not killed and respawned, mind you) every time a point is captured. This should make defending certain points easier.
    -The caps on the sewer pipe tunnel (B to C) are now non-solid (the stack of crates going to the window into C has been rearranged to compensate)
    -The sewer tunnel is not nearly as bright as it was before
    -The door to the Red-favored balcony at C now closes when C is capped
    -Adjusted the positions of A and C to make defense slightly easier
    -Extended D to include new geometry, a longer track with no rollback zone, and the original final area rotated 90 degrees from its original position
    -The one-way doors going to D now have two different textures (regular door and no-entry door, of course) in order to better convey that they are one-way doors
    -The "area" at D with the balcony (with railing) is now indoors up until the sewer bars
    -Probably more that I forgot

    Screenshots:

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