pullsnake

PL pullsnake a15

uwil

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

a9m

-did minor geo changes at A to allow for certain areas to be accessed through scout's double jump
-removed the nobuild on the ramps in the immediate area after A
-lowered respawn time for the red team on B while increasing it for C
-expanded the main flank for B while also adding cover for attackers
-modified flanks at C to improve traversability while providing more fairness to defenders (previous version was way too biased towards the attacking team)
-changed the size of the bomb door to...

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uwil

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

a9r

-changed B heavily again
-flanks are not hallway focused and more like arenas
-hills are able to be accessed from multiple directions, allowing red to watch over the mondo flank
-the main combat area prior to B is less of an amalgamation of chokepoints
-blue is more protected when accessing the initial highground

-changed C's main arena to be less hallway heaven
-made minor changes to brushwork at A to be less friendly towards pyros
-increased respawn timers for red by 1...

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uwil

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

a9s + future of the map

-changed C again (this is probably the 5th or 6th or even 7th redesign, if we're counting the minor redesigns, I am just running in circles with this part of the map.)
-changed the areas between points drastically
-made minor changes to A

i am completely wiped from doing this, i feel like this is the best i can do with my ability, if it's possible i'll put this map up for adoption at a future date, or if anyone wants to take the reins from me when it comes to areas that need the most amount...

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uwil

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

a9t

there's a fair amount that I have changed for this iteration. This might be the final version unless there is something that actually breaks the flow (which requires even further iteration, I'm burnt out on this map, if you're interested in taking the reigns, please message me on here or anywhere etc)

POINT A:

-increased the respawn wave time for blue team
-modifed pickup placement by the point, there are now 2 full ammo packs by the point, i may have overdone it
-changed the angle...

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uwil

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

a9u

-changed respawn times for points A and C
-removed that overpowered flank / highground on B
-added another route to access the main highground on B
-added a door that closes when A is captured (based off of someone else's suggestion
-simplified the area right before the final point's building
-simplified / consolidated routing into C's main area

I am still open to letting someone else take over development of this map, please message me if you're interested, thank you.

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uwil

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

a9v

-minor layout changes at A, B, and C
-multiple respawns doors at C now serve another use besides spawncamp prevention
-removed the building that leads to highground at B, it didnt seem that fun to fight around
-blue team respawns after capping A
-changed respawn wave timers at C for blue team
-pickup placement has been changed
-moved point A slightly further back
-slightly modified one of the exits to blue team's first spawn

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