pl_rattlesnake

PL pl_rattlesnake a14

JLuka

L2: Junior Member
Aug 12, 2015
60
17
pl_rattlesnake - red rock themed payload map with some inspiration from cactus canyon.

red rock themed payload map with some inspiration from cactus canyon.
[may make it a multistage but idk.]
 

JLuka

L2: Junior Member
Aug 12, 2015
60
17
sorry i missed the first playtest, and yes the map was heavily inspired by cactus canyon because valve will probably never finish it.

-added a forward spawn for both red and blu
-added and moved trucks
-added the pit
-changed the door that closes to a one way door when the 2nd point is capped
-changed the look of the cart door to not be confused with a checkpoint
-changed the cart door to a non transparent texture
-made a few windows more obvious that they are windows that cant be shot through
-red now instantly respawns when a point is capped
-flipped the staircase and doorway on the building next to the 1st point
-added signs with arrows on them for helping navigation
-made adjustments to the cliff to be smaller in a few places

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JLuka

L2: Junior Member
Aug 12, 2015
60
17
-removed the old forward spawn and replaced it with 2 new ones for both teams
-blu now gets a forward spawn when capping the first point instead of the second
-added a fence to the top area on last to block snipers
-removed the fence in the right side of reds last spawn area
-moved the boom boom pit away from the wall a little bit
-removed on of reds exit doors from spawn (suggestion from Yeti)
-modified the cliff route on the left of reds last spawn to be more safe and encourage usage
-made the starting area look less like cactus canyon
-other

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JLuka

L2: Junior Member
Aug 12, 2015
60
17
-fixed blu sometimes spawning in their 2nd spawn before the door is active
-removed a few ammo packs around last
-re added a red spawn door for their 2nd spawn and somewhat closed off the blu cliff route on last to reds spawn
-removed the little room in the first cart building and replaced it with a platform where engineer can make their nests and raise their young
-added a new exit to blu's 2nd spawn
-health and ammo packs before the 1st point will not vanish after the 1st point is capped to try and help prevent spawn camping flank bros
-make the box against the wood wall that made sentries act retarded
-fixed rock lighting in the blu start area
-added a few new one way doors in the mid building to try to prevent blu from rolling, the doors will open when the big cart door opens
-removed the medium health kit outside reds first spawn
-added a full health kit by the cliff on the flank route to the right side of last, this will hopefully try to encourage using the route, or be used as bait for pyros
-other changes that i forgot

Thanks for all the feedback -weener

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JLuka

L2: Junior Member
Aug 12, 2015
60
17
-changed the cart door design
-rearranged ammo and health
-removed the flank one way door to last [the goal is to lead blu around and on the cart path and get more people to use the big flank to last]
-the one way door in the mid building will now open when B is capped instead of when the cart door is opened
-made the red shed near A into a small building that you can go in
-removed the crate and pallet near the wood wall into last
-lowered the last big flank so its hard or impossible for blu to jump into the red spawn catwalk

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JLuka

L2: Junior Member
Aug 12, 2015
60
17
-added more track between the 1st and 2nd point to help defend
-added a 2nd blu forward spawn when the 2nd point is capped
-removed the window in the wood building on the big flank and added a dropdown
-changed the rock and ground textures to give a little different feel
-adjusted the sun color
-more

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