PL pl_link a3

Prayboab

  1. I dinne ken

    aa I dinne ken Has currently had enough

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    link - Prayboab

    First ever payload map, probably took around a month.

    I've tried to focus on keeping this map correctly scaled and also optimised.
    Hopefully, it's fun to play, I had a nice time creating it.

    Btw, it's called pl_link because I loosely based the area with the gate at A after the gate in Kakariko Village in Windwaker.

     
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  2. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    255
    Positive Ratings:
    322
    A2

    Overview of changes

    • Altered some things to D to make capping it a tad easier. And for the gameplay around there to be generally more focused.
    • Fixed a map bug or two.
    • Generally made Blu's time harder when capping A to C.
    Specific changes

    Before A
    • Added a light above a flank that I want to be more used by Blue.
    • Moved Blue's spawn points further back into their spawn so they can't be immediately shot at upon leaving. Also added a courtyard area for Blue spawn.
    Around A
    • Moved forward A point around 384 units.
    After A/Before B
    • Added a rollback zone just after A.
    • Added a medium ammo pack just after Red's first spawn.
    • Added strip lighting to the arch.
    • Added signs into the room with the window, some for decoration. One for telling you you can't go through the window.
    • Flipped the layout of the room that has the window you can shoot through. Including putting the window on the other side of the room.
    • Fiddled with the window so it's easier to shoot out of and so it doesn't seem like you can go through it.
    • Made the lighting in the building just around the gate brighter so people may use it more.
    Around B
    • Added dynamic signage that appears once C is capped, telling Blue where to go.
    • Fixed Blue not being able to change class in their spawn.
    • Moved forward B point so it's just before Red's spawn.
    • Widened a door.
    After B/Before C
    • Added a lamp above the track path.
    • Added a stair/slope to the under the bridge path.
    • Added a rollback zone to the slope before the bridge.
    • Made the river deeper.
    Around C
    • Added two lamps above the track path.
    • Changed the full healthkit to a medium around what previously used to be the slide room.
    • Moved forward C point so you have to get over the bridge to get it.
    • Simplified the clipping around the flat traincar thing.
    • Removed the one-way slide (rip) for red. It's now just a room pretty much entirely comprised of steep stairs that both Red and Blue can use. It is slightly annoying for Red to get into though.
    Around Last
    • Added more chicken wire to the bomb's hole's structure, so you can't get shot from forward and behind when pushing the cart.
    • Fixed (hopefully), a rock00 model not turning up.
    It was great seeing people already liking the gameplay of the map, it was a very smooth a1.

    Read the rest of this update entry...
     
  3. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    255
    Positive Ratings:
    322
    A3

    Overview of changes

    • Changed D a wee bit again.
    • Made a few slopes that the cart goes up actually affect how fast the cart moves.
    • Generally made Blu's time harder when capping A to C again.
    General changes
    • Added some height to some parts of the skybox so that it's easier to rocket jump.
    Specific changes

    Around A
    • Removed the stairs that led up to the room that overhangs over the shore. It should make Blue's attack less able to be flanked.
    After A/Before B
    • Made the Cart move at half the speed of normal when going up the slope just after A.
    • Made the Cart move at one and a quarter the speed of normal when going up the slope in the archway tunnel.
    Around B
    • Made the Cart move at three-quarter speed when going up the two slopes around the point.
    • Changed Red's respawn time from 9 to 6 seconds when defending B.
    After B/Before C
    • Made the Cart move at half speed when going up the slope before the bridge.
    • Altered a room so it's now got two windows instead of a doorframe.
    • Deepened the river.
    Around C
    • Made the route around the flat train car less janky.
    After C
    • Moved the unusable shack to the side more. This gives Blue a bit more space to work with when pushing the cart, as well as less space for Red to flank with.
    • Changed the stairs parallel to the cart's path to an overhang that you can get back up with a prop jump. This means that a Red player has to commit more to flanking Blue while they push. The cart, rather than being able to chicken out very quickly after they move to the lower level.

    Read the rest of this update entry...
     
    Last edited: Aug 13, 2019