pl_bombastic - The infamous checklist payload map, re-imagined The infamous checklist payload map, re-imagined. Features such as: + respawning cart + exploding train + 4 Points + 2 Forward spawns (for BLU) + 1 Forward spawn (for RED)
The list may look like a lot, but it's actually a bunch of small things that I hope will contribute to improving the overall experience of the map. ------------ * Opened up space around A's Flank, encouraging BLU to push further in - Removed ramp into flank + Added crate for prop jump - Removed Bridge between A & B + Added Scafolding on B and Last + Added Lighting for better team ID + Added Credits Shack + Added Missing Patched * Adjusted Geometry in the Main Building by B, moving a ramp, and removing door. + Added Clipping to smooth out gameplay space + Added Security fence on cliff to clarify OOBs clipping + Added Basic spliced announcer VO for respawning the cart. (lines stolen from MVM) * Changed texture of platform on last Read the rest of this update entry...
* Reworked last + Added inbetween spawn for red so the aren't spawning right on top of A. Some other things I can't be bothered to record right now Read the rest of this update entry...
* fixed logic errors where the cart could go back up the respawn path, making it difficult to push * Fixed the blu spawn points not being correctly sorted * Actually packed the map this time, thanks compile pal bug. Read the rest of this update entry...
* Semi Artpass of red's last spawn exterior * Changed the building outside of Last to be more open * Widened the low route on last and put the entrance at 45 deg, as to counter airblast happy pyros + added fences and a full ammo pack for blu near last Read the rest of this update entry...
Going to try making a minute layout change for last, I don't particularly expect this version to play any better if much than the previous two. Layout changes + Removed barricade blocking access between last and bottom cliff that the train runs through Quality of life changes + Added a small duration before trains start moving to the timers so the bells play earlier in comparison * Changed the func_hurt in first red to a teleport moving players to the 2nd red spawn Read the rest of this update entry...
* Redid a good chunk of third + Added highground for RED on last Read the rest of this update entry...
Small bug fix update, and some texturing cause boredom. * Fixed train sound constantly playing * Fixed 2nd train being able to run during overtime * Fixed red spawning at 2nd spawn at the start of the game - Removed stray clip brush that was a relic from the reverse upward cliff * Textured a few buildings + Added cubemaps to new area Read the rest of this update entry...
Yet another rework of last, less drastic this time, but still notable The cliff the train runs through has now become a blocked off path again, except when the train is running through. I've added a 3d skybox, and trains in the skybox. Which will effect the timings of the trains since they're now offset by how long it takes for the skybox train to arrive. I've also gone ahead and textured a few areas a bit more since I'm starting to feel that this is getting close to beta. Read the rest of this update entry...
-Reworked last -changed a few medium ammo packs to large -added some health packs Read the rest of this update entry...
- Reworked C - Moved Spawns + Added Ramp for Red behind A + Opened flank room to spam at A Read the rest of this update entry...
- Dropped and reworked entirety of B Red now has a platform to get to the upper levels on A. The Train was moved back and now runs through much more frequently again. Should actually play as an actual hazard for BLU to deal with. The Area around the cap on B should be easier to hold, might be too strong with how close RED spawn is, but We'll see. + Detailed BLU starting spawn some + Detailed Yard outside of BLU spawn + Reverted A to older layout instead of last update's changes Read the rest of this update entry...
discovered the payload could rollback into the area where it's supposed to respawn after getting hit by the trains, no idea if this would fix that, but I'm going to try anways Read the rest of this update entry...
Somehow managed to compile with CP A being hidden, screwing over the map Read the rest of this update entry...
- Removed C and Last. Will return to working on them later, but I want to focus on getting A and B right enough that C and Last can actually work. - Redid Geometry around A to not be two blind turns for BLU, hopefully making it less of a hard hold - Nerfed an ammo pack in Concrete side down from Full to Medium. Engineers have enough metal. Read the rest of this update entry...
- Reverted A's building to the old version, I want to see how A with the easier staircase by BLU before redoing the yard entirely - Widened the area the train crosses, I anticipate B will need changes anyways, but I'm hoping this is a step in the right direction. I'm very hesitant to move red further from the point, but shorting the length of B may be in the cards for the future. (keeping red's spawn in the same physical space) Read the rest of this update entry...