pass_plexiglass

PASS pass_plexiglass a12

Shears

L1: Registered
Mar 20, 2024
13
1
Shears submitted a new resource:

pass_plexiglass - 4v4 Passtime map.

Unlike other 4v4 Passtime maps, Plexiglass has a large clear wall in the center, and 4 ball spawners instead of two. It is significantly wider than average, encouraging curving, side-to-size jump strings that make good use of the mega surf ramps at either edge. The map rewards strong positioning, rocket jumping, trimping, and gamesense.

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a2

CHANGELOG:
-Reduced map width by 192 hammer units on each side to bring the megaramps into play more consistently and increase value of rampsliding off the central area

-Made ramps on central area (orange+white) steeper and simplified some geometry to make rampsliding easier and more forgiving

-Added low ground geometry between mid and shelf on all sides to improve flow and assist with quick rotations (see picture)

-Added significantly more health packs (see picture)

-Fixed missing...

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a3

-------------a3 release----------------
CHANGELOG:

-Lowered shelves+corresponding surf ramps significantly to make them easier to reach for defenders and in general

-Central glass texture is now much more visible

-Fixed bottom of goal blocking defending players unintentionally

-Made geometry behind goal look nice (for real this time)

-Diving board ledges are now extremely easy to splash someone off of

-Shrunk surf ramps on central plexiglass

-Added trimp ramps on top mid platform to...

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a6

------------a6 release---------------
CHANGELOG:

-Nerfed medic jump pad trajectory and cooldown time (from 4 to 6 seconds per pad) to prevent infinite chaining between pads and reduce offensive power somewhat. With very precise movement it is still barely possible to chain two together from a certain angle.

-Fixed inconsistent goal behavior (ty Kaden)

-Fixed slight misalignment that could lead to players bonking their head where the high side walls meet the skybok (ty Russian)

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a7

------------a7 release------------
CHANGELOG:
-Added lower area with glass that allows players through but prevents the jack from passing through. Includes water feature so defenders can rotate back at Mach 5 to have a fighting chance to defend cherrypicking enemies.

-Added self bomb walls near divots with space opened up by above change

-Improved goal geometry

-Added more ammo on the ground towards the corners

-Added rudimentary hurtbox at the very top of the map

-Added cool wedge...

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a8

------------a8 release------------
CHANGELOG:
-Removed lower spawners, reinstated upper spawners (all balls will now spawn upper - left or right side).

-Upper spawners are now arena2 height for more intuitive winstrat/panacea timing from top mid

-Upper spawners now have leafs (since people were pulling from them anyways)

-Diving boards further narrowed to limit ability for players to stall on them

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Shears

L1: Registered
Mar 20, 2024
13
1
Shears updated pass_plexiglass with a new update entry:

pass_plexiglass_a10

------------a10 release------------
CHANGELOG:
-Nerfed side wall height significantly (~500hu) to be more in line with other maps and reduce strength of simple wallshot bombs
-Ultra pillars now extend into the skybox and are chunkier to also help discourage simple wallshot bombs
-Fixed goal again
-Added water in far side pits for better mobility + some unique self bomb opportunities
-Added medium health packs and small raised ground to shelf areas
-Added more geometry to the self bomb walls...

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