Outflow

CP Outflow b4

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
Last edited:

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-changed respawn times
-changed directions spawns face at certain points
-opened b routes permanently
-added small ammo to beach house
-added spec cams
-misc detail

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
Too many updates to list at this point, but I've been unable to update the map on the site until now.

Including:
Visual updates, changes to each point's captimes and spawn adjustments, completely redone C connector and second Red spawn, sightline removal at A, high ground removal at B, various other tweaks to each point.

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-Halved A's captime
-Added a crate to somewhat limit the effectiveness of a certain position
-Added a sign to reduce ambiguity in where a route went (I'm normally against using signs for this but you have left me no choice!!)

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
shits gonna be fucking weird

-Mirrored B and C
-Switched their places
-Rebuilt all connectors from scratch
-misc other changes probably

probably bad we'll see

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Billo

aa
Feb 8, 2016
921
405
I see you are having a hard time with this map and I honestly dont understand why. This map from the start was on a good rail and while the time went on you continued changing and working on it like any other map. We reached A20 and I wonder. Since the map was so fun to play and people liked it a lot why do all these changes keep happening? Maybe you are experiementing which is always a good thing but I am afraid this map will turn out bad in one way or another.
I hope I am on the wrong side here and I am looking forward to playing this map in the future again.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,997
1,309
I see you are having a hard time with this map and I honestly dont understand why. This map from the start was on a good rail and while the time went on you continued changing and working on it like any other map. We reached A20 and I wonder. Since the map was so fun to play and people liked it a lot why do all these changes keep happening? Maybe you are experiementing which is always a good thing but I am afraid this map will turn out bad in one way or another.
I hope I am on the wrong side here and I am looking forward to playing this map in the future again.
This map has always had a few problems but they're being worked out. I don't think it'll turn out bad in the end since yrr knows what they're doing pretty well. When it comes to level design, sometimes you gotta break things before you can fix them. It's all in figuring out what works and what does't.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-removed main C to A route for red
-removed locked B doors
-red now get to A through B
-removed old "A" spawns for red, now use "B" spawns for both A and B
-adjusted some routes to compensate
-added additional locked door to final C entrance to stop people going into a dead-end
-adjusted signage

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-Added a Blu forward spawn, activated by capturing B
-Adjusted spawn times for both teams accordingly
-Added additional signage to A from B
-Adjusted red entrances to B, including a new route through window room onto the back of the point

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-Removed RED's Back spawn
-Replaced Back spawn area with a new hold spot for RED
-A/B exits to RED spawn still close when B is capped, but C exits do not
-RED spawns also rotate to face C when B is capped
-Fixed a perch spot on A

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
-Rotated RED spawns to face both exits when A is capped
-Added missing patches to pickups in sewer
-Fixed far C spawn door not opening after B is capped

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