pl_link

PL pl_link a3

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
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.

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I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
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.

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