pd_burg

PD pd_burg a2

Enderspoons

L1: Registered
Nov 10, 2019
17
0
pd_burg - Tall and Narrow Hoont

The night is long, and mercenaries join the hoont.
This player destruction map emphasizes tight spaces and extreme verticality, with many distinct spaces around the map to do battle in.

The chief feature of the map is the gaping pit in the centre, which periodically opens to reveal a raging fire, which must be fed sacrifices to score points!


Asset Credits
- Lazy self-made dev textures: Myself
- Croccy Sign: Leezo
- Street Lamp and Wall Lamps: Frontline Pack
- Jerry Can: Frontline Pack
 

Enderspoons

L1: Registered
Nov 10, 2019
17
0
pd_burg_a2 changelog

Gameplay Alterations
- Added doors around the capture area that lock up after capture closes
- Added deadly green fog while aforesaid doors are closed to flush out turtlers
- Added an additional trigger_hurt to the capture pit that turns on while the door is closed, to flush out people trapped underneath

- Added some more footplates to the capture pit to enable full escape

- Narrowed the walkways in the houses on either side of mid to make traversing it as a vertical space more convenient

- Added some platforms to ease dropping down to the sewers from the churches
- Changed one of the small healtkits in the triple-pickups to a small ammo

- func_nobuild'ed the isolated rooftop overlooking spawn

Fixes
- Removed borked particle effect inflicted by trigger_ignite
- func_nobuild'ed the spawn doors
- func_nobuild'ed the entire middle bit, so no funny buildings on the doors or in the capture pit

Other changes
- Added glowy lights to mid while the capture is enabled to make it more visually prominent

- Began experimenting with texturing the sewers
- Added some beams to the wide water lanes next to mid

- Added a couple navigational signs around the town

Read the rest of this update entry...