pullsnake

PL pullsnake a15

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-The region around C (as well as C itself) has been criticized in the past for being small and choky, so it has practically been redesigned from the ground up to be more focused in a way that's interesting.

-Minor changes have been made to the starting sandbox at A.

-Minor / Major aesthetic changes across the entire map to make it seem more consistent and less blocky.

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Started work on the artpass, let me know if the color / texture choices are alright.
-Updated the initial blue spawn
-Modified Respawn Wave Timers on last even further
-Added an easy to attain flank route on the last point
-Modified an area on B to mitigate possible sightline issues

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Modified routes and flanks on the final point
-Modified Geo to mitigate crack sightlines
-modified respawn wave timers
-red team respawns shortly after capping B to prevent annoying rolls on the final point

please be good please be good please be good

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
u_wil updated pullsnake with a new update entry:

a9b

-modified the lighting even further
-made changes to the flank routes at B
-capping B now adds more time
-changed the final point area to be more open for defenders, while adding a chokepoint with the intent to prevent them from escaping and pushing back too far
-removed most of the shielding from the balcony at c and changed the routing towards it
-shrunk red team's 2nd spawn to give them a better
-pushed the point for b back a tiny amount

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
uwil updated pullsnake with a new update entry:

a9c

-opened up some chokes at point B
-modified some areas to be less zig zaggy / more intuitive (the flank at B)
-raised the height of certain objects at B to give blue team a better viewpoint of the red team's high ground
-changed respawn timers for A and B (reduced for A, increased for B)
-mitigated sightlines at C and A
-changed the flank at C to make it easier to get control of

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
uwil updated pullsnake with a new update entry:

a9gg

-made minor edits to blue's 1st and 2nd spawn
-added a forceteam respawn for red after point a is capped
-lowered red's respawn time for point c
-made minor edits to c
-changed hatch to stand out more in the environment
-slightly lowered the balcony / changed its shape
-changed one of the routes to prevent sightlines
-added fencing to the flank at point b + made it wider+ changed the staircase to the end of the flank
-added an ammo pack at point b
-lit up...

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
uwil updated pullsnake with a new update entry:

a9h

-removed the instant respawn for red after point a is captured
-changed sightlines / prop placement in point a
-changed one of the rock quarries around point b to be a hoodoo (that can be used by demoknights)
-removed one of the flanks for point b
-added another route to the main flank at point b
-changed respawnwavetimes for when blue team starts their route to point b

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