PLR plr_Gravel Stage 1 (DISCONTINUED) a7

Working title

  1. PossessedInkieShark

    PossessedInkieShark L3: Member

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    plr_Gravel Stage 1 - Working title

    Stage One of an idea that suddenly appeared.
    Both teams were hired to blow up a pile of gravel that is rumored to contain a large amount of australium, but only the team that blows up the gravel is getting payed.

     
  2. PossessedInkieShark

    PossessedInkieShark L3: Member

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  3. Anguish

    Anguish L2: Junior Member

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    It's a bit dark. Lower the walls, increase the light or some "ghost lighting" (forgot the name) and it'll look a lot prettier. The spawn looks too big looking at the screenshots. The last area doesn't look very defendable, considering it's not even in sight from the spawns - Which is something that all of the current plr maps have.
     
  4. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Changed the window textures
    -Brightened lighting
    -Widened the middle tunnels very sightly
    -Raised the ceiling of the tunnels by spawn a bit
    -Redesigned the tracks again, carts now cross near spawn and end in original positions
    -Hopefully made the sightlines around he end less cancerous

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  5. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    We played plr_gravel in an imp today, but it looks like the download hasn't been updated to a3. So unfortunately, we played the old version, a2 :( We can play a3 once the download has been updated.
     
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  6. PossessedInkieShark

    PossessedInkieShark L3: Member

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    For some reason, the map file was called a2, but it was actually a3, so no worries.
     
  7. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    OK, so here's what actually happened. Since you didn't rename the map when you made a new version, some people had conflicting file issues. For future reference, make sure to rename your map whenever you make a new version.

    The newest version was playtested, however.
     
  8. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Messed around with the first area, removed the doors but still managed to not make cancerous sightlines
    -Fixed ammo/health patches not being on Blu's side of the map
    -Changed both spawn so you now all spawn facing the bottom exit

    -The download is also properly named

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  9. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Reworked the whole capture area:
    • Cart now turns away from your spawn
    • The old capture area is just another skirmish area
    • You now a have a spawn exit that leads right to the enemies capture area

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  10. PossessedInkieShark

    PossessedInkieShark L3: Member

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    For some reason, the spawn broke in this version, despite them being from ABS' plr prefab and this never happening before.
    I forced them to each team, rather than using "Team spawn for round".

    Still confused as to why this suddenly decided to happen, and never happened in a previous update

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  11. PossessedInkieShark

    PossessedInkieShark L3: Member

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  12. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Hopefully fixed both teams spawns, did excessive testing*
    -All doors leading out of both bases now act as normal spawn doors, setup doors are visually different.

    *If they still don't work I'll cry and give up

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  13. PossessedInkieShark

    PossessedInkieShark L3: Member

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    -Changed the upper mid area by removing part of the fences for easier access and making it more indoorsy
    -Moved set up time doors back near the cart
    -Made upper spawn exit more obvious to people respawning
    -Replaced rocks outside spawn with boring walls
    -Reduced setup time to 11 seconds (from 36)
    -Removed middle spawn exit

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