pullsnake

PL pullsnake a9l

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uwil

L4: Comfortable Member
Nov 12, 2012
188
pullsnake - 3CP Payload Map

3CP payload map, probably for the contest, probably not. I just wanted to make something. Maybe it'll be multi stage too, who knows.
 

uwil

L4: Comfortable Member
Nov 12, 2012
188
-Widened previously thin areas to make certain areas (the point from B to C, to be specific) less constrictive.
-Redid the final control point's area to be more interesting to play in and less of a hassle to push into.
-Added some highground in certain constricted areas to make pushback from the Red Team a much harder task to undergo.
-Added more pickups in other previously unused (by the players) areas of the map.

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Properly sealed the skybox
-Widened some of the more tight lanes
-Added a third spawn exit for Blue's first spawn
-Slightly tweaked the starting Area
-Pushed the capture point for A even further back
-Refined the cart's track
-Modified B and C ever so slightly to reduce unfair sightlines

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Modified respawn wave timers for B and C
-Added more arrows / signposting
-Added more wiggle room for Red at the final area
-Started experimenting with a theme, ignore some of the odd texture work currently
-Modified the courtyard area that spans from the end of B to C
-Changed A to reverse some changes that made it harder to defend in certain scenarios.

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Modified A to allow Blue Players to push away from the point without consistent struggling if the red team is still at A when it's captured.
-Modified C's respawn area to make it more exciting to exit
-Removed the ability to see through most fences and scaffolding to allow spies decent cover to decloak behind.

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Simplified Routes Found in B and C
-Changed Timers Upon Capping A and B
-Other Minor Changes
-Added A Dropdown That Is Opened Up When A Is Capped In Blue Team's Initial Spawn
-Clipped some initially un-clipped areas
-Moved the path node that ends the round forward !

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uwil

L4: Comfortable Member
Nov 12, 2012
188
Nothing seems to be working with anything so this might be the last version of the map, I've reverted most of the changes found in a5c, meaning that last is most certainly a "mess" as some players have said but I think that's better than anything it could possibly be atm.

Some changes from A5C+ remain though along with some newer ones based off of feedback. That's all.

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Improved routing from the first red spawn ever so slightly
-Changed the textures for certain arrows to be team dependent
-Added a small healthkit at the dropdown found in Red's last spawn to prevent players from ingesting fall damage.
-Other minor fixes.

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uwil

L4: Comfortable Member
Nov 12, 2012
188
-Added another route into the last point
-Modified areas to reduce sightlines
-Removed the tube seen right after B and replaced it with a more open area
-Modified respawn timers at certain points as well as oriented the spawns to better orient players

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