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PL Redrapids A4a

A small Yukon-themed payload made for the Payload Checklist Contest.

  1. Mâché

    aa Mâché Big Ferret

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    202
    Redrapids - A small Yukon-themed payload made for the Payload Checklist Contest.

    This is my submission for the Payload Checklist Contest of 2018. The checklist items I completed are as follows:

    Screenshots:
     
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  2. Mâché

    aa Mâché Big Ferret

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    IMPORTANT: Just want to repeat that Yrzzy made those sick locked door textures I used in this map so frequently.
     
  3. Mâché

    aa Mâché Big Ferret

    Messages:
    328
    Positive Ratings:
    202
  4. Mâché

    aa Mâché Big Ferret

    Messages:
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    Positive Ratings:
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    Changelog:
    -Toned the sun down a bit and changed the angle slightly
    -Extended the distance between the first rollback ramp and blu's spawn a bit
    -Made the thin accessible roof between B and C inaccessible, but added a one-way passage through it onto a small balcony that unlocks when B is capped
    -Changed the cart tunnel between C and D to be rectangular + support beams
    -Added a dropdown into the later part of the aforementioned tunnel from the window room above
    -Added a third floor to the aforementioned building accessible from the second floor, leading to a window pointing towards the general D area
    -Made the shack at D accessible by all classes via wooden ramp
    -Nobuilded the crane platform
    -Adjusted visuals near the crane and finale part of D
    -Fixed RED spawn points enabled when A is capped not being disabled when C is capped
    -Increased setup time length to 60 seconds from 45
    -Possibly more that I can't remember

    Screenshots:


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  5. Mâché

    aa Mâché Big Ferret

    Messages:
    328
    Positive Ratings:
    202
    Changelog:
    -Some more textures, because why not
    -Some more roof edges, also because why not
    -Adjusted RED spawn times based on which points have been capped
    -Added a one-way door to the white building between A and BLU's first spawn
    -Aforementioned building got a slight redesign to compensate for the new door
    -Added an easily-accessible roof area near B favored towards RED
    -Changed the window route at last to be a full-on balcony with doorway
    -Added a wooden wall to the railing balcony at last to block view of the staircase to the aforementioned upper balcony
    -Changed the concrete ramp in the underground room between C and D (under RED's spawn) into a ledge, to reduce RED players flanking into BLU weirdly
    -Added a third exit from RED's spawn leading to D. This exit pops out from the room RED enters when they're first heading to A. To compensate for this, the doors to this room from RED's spawn no longer lock when A is capped, but the one-way door out of that room on the upper floor locks. This third spawn exit unlocks when C is capped.
    -Possibly other things that I forgot

    Screenshots:


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  6. Mâché

    aa Mâché Big Ferret

    Messages:
    328
    Positive Ratings:
    202
    Changelog:
    -RED now spawns in a different location than in previous versions until B is capped (this nulifies the "Spawn never moves' check, but luckily the map actually met, and continues to meet, the "Cart goes over hazard" check due to the hazard finale); RED spawns in a new room connected to the interior of the building that unlocks when B is capped
    -Doors between former RED initial spawn (now C and D spawn only) and window building to A deleted entirely, interior of to-A building reworked to compensate (stairs reworked, doors into/out of it no longer lock on A cap, etc)
    -Added a new side area outside of BLU's spawn, including a fourth exit from BLU's spawn
    -Reworked the saw building at A to compensate for previous change, one-way door moved to the railing ledge and a two-way window shutter put in its place
    -Changed the huge blue building (with the parts that unlock when B is capped) to be red to make it more unique and to compensate for the moved RED initial spawn
    -Added one-way exit out of aforementioned building onto the BLU forward spawn platform to give RED another exit out of the building (the nearby locked door has also been unlocked so that RED can actually get out of their spawn area properly
    -Added better cover to the B area in general
    -Changed locked door in A-to-B tunnel on B's side to a one-way to curb spawncamping
    -Ramp up to roof highground at B removed, roof still accessable though
    -Adjusted doors near C to reduce dead-ends
    -Made the C-D spawn exit that originally locked when B was capped into a one-way door that locks when C is capped
    -Added new side-area to the left (BLU's perspective) of the C-D RED building
    -Added cave going to the isolated wooden platform at D from the new side-area
    -Removed route from C-to-D staircase passage to railing platform connected to new side route
    -Added one-way door to the underground boiler room favoring BLU to prevent RED from going all the way to BLU forward spawn unseen
    -Added shutter with large lip value to the D-side of the C-to-D payload track tunnel that opens when C is capped to block a weird sightline
    -Changed health and ammo in certain locations
    -Adjust RED spawntimes

    Instead of posting screenshots here as usual, I'm replacing all the screenshots in the main thread due to the sheer number of new screenshots and changes since the originals were taken.

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  7. Mâché

    aa Mâché Big Ferret

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    Positive Ratings:
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    -Moved resupply locker in RED's C/D spawnroom to prevent cheeky engineer strategies
    -Added some clipping to the ramp up to the shack on D
    -Made it so you can actually get out of RED's initial spawn when B is capped

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