- Nov 22, 2010
- 29
- 16
On break from school, time to get back into mapping.
Mid
- Raised the side platforms to be a bit higher. This makes the highground a bit more valuable.
- Lowered some side panels of the platforms to extend to the ground. Flankers will have more cover and won't be as easy to spot. Also helps sniper sightlines.
- Reduced the size of the shutter door. Helps with sniper sightlines and makes holding mid a bit easier.
- Lowered the arch to make bombing in between more difficult. Also textured it with something. Better than nothing I guess.
-Redid the room with the shutter and metal fence thing. The fence is in the middle, with two ramps. They're both tight so a Soldier can once again deny anything trying to come through, but now there's additional height variation to play with in the form of the water barrels. This allows a Scout to potentially juke a Soldier and bait him into shooting rockets. I will be looking at this area closely.
Second
- Textured the area next to arch, and did a couple small height tweaks.
- Extended the fence and platform in front of the forward spawn on second to help sniper sightlines.
- The main route between mid and second no longer has a height difference. The "patio" on second has been lowered. This prevents snipers from having a sightline to that entrance from battlements.
- The shipping crate has been raised, and the snow has also been raised to compensate.
- The point has been raised as well, to make it all seem less flat and to block sightlines.
- The area encompassing behind the point / battlements has been completely reworked. There's a sniper fence on battlements (if you still want to call it that). Battlements has been lowered and the weird fence has been turned into a small building. There's a staircase near this building because the ground in front of battlements has been raised a bit. Snow builds a ramp from the other side.
Last
- The path to last from second (rightmost from the defender's POV) has been altered to come it at a 90 degree angle and is generally more spammable.
- Added barriers behind point to help block sightlines.
- Added a crate on one side of spawn to help rollouts.
Read the rest of this update entry...
Mid
- Raised the side platforms to be a bit higher. This makes the highground a bit more valuable.
- Lowered some side panels of the platforms to extend to the ground. Flankers will have more cover and won't be as easy to spot. Also helps sniper sightlines.
- Reduced the size of the shutter door. Helps with sniper sightlines and makes holding mid a bit easier.
- Lowered the arch to make bombing in between more difficult. Also textured it with something. Better than nothing I guess.
-Redid the room with the shutter and metal fence thing. The fence is in the middle, with two ramps. They're both tight so a Soldier can once again deny anything trying to come through, but now there's additional height variation to play with in the form of the water barrels. This allows a Scout to potentially juke a Soldier and bait him into shooting rockets. I will be looking at this area closely.
Second
- Textured the area next to arch, and did a couple small height tweaks.
- Extended the fence and platform in front of the forward spawn on second to help sniper sightlines.
- The main route between mid and second no longer has a height difference. The "patio" on second has been lowered. This prevents snipers from having a sightline to that entrance from battlements.
- The shipping crate has been raised, and the snow has also been raised to compensate.
- The point has been raised as well, to make it all seem less flat and to block sightlines.
- The area encompassing behind the point / battlements has been completely reworked. There's a sniper fence on battlements (if you still want to call it that). Battlements has been lowered and the weird fence has been turned into a small building. There's a staircase near this building because the ground in front of battlements has been raised a bit. Snow builds a ramp from the other side.
Last
- The path to last from second (rightmost from the defender's POV) has been altered to come it at a 90 degree angle and is generally more spammable.
- Added barriers behind point to help block sightlines.
- Added a crate on one side of spawn to help rollouts.
Read the rest of this update entry...