RocketForge - Imagine a tf2 style in a rocketforgery Blu team tries to stop the Red team with their rocket forgery.
-updated blu respawn time -added door to lower sewer to prevent massive advantage to blue or red -added markings and expanded point capture zone -adjusted placement of res respawn room doors -fixed skybox glitching issues Read the rest of this update entry...
-revised entrances to A -remove first tunnel system -expanded first point area removed doorways in favor of a better layout -added lower flank route with cover -revised spawn times -added one-way windows for blu pre-flanking -added upper flank windows for blu approach on B -adjusted various lighting Read the rest of this update entry...
-added forward spawn for blu -adjusted spawn times -adjusted lighting in various areas -added extra flank route from A upper into side house/drop down area -removed and adjusted some hp/ammo pickups -adjusted various clippings -added rocket explosions -added props Read the rest of this update entry...
-updated red spawn times -added cover to B for red -moved red spawn back -adjusted health/ammo drops -fixed prop and lighting issues -added second door to blu forward -increased time for door for blu flanking to open Read the rest of this update entry...
-removed prop(s) possibly causing client crash -added brush props in place of above ^ -reduced spawn times of both red & blu after first point capture -door from A that opens with blu's capture of A now take much longer to open -added props to allow non-jumping classes fair grounds -adjusted clippings -added props to help break up A Lobby area Read the rest of this update entry...
-revamped last controlpoint -revamped red spawn -adjusted health kits/ammo packs -added overlays to hp/ammo -adjusted lighting -revamped flank that was dropdown now a balcony -balcony with windows that can be shot through are now solid Read the rest of this update entry...
-added ramp to balcony on last -adjusted cap times - added some props Read the rest of this update entry...
-added bufferzone between B and choke point -updated clippings -added health/ammo drops Read the rest of this update entry...
-fixed clipping issues from previous versions -adjusted certain areas in the skybox to prevent glitch to be able to see into a room -realigned door frame textures Read the rest of this update entry...
-updated spawn times -updated clipping on last -adjusted forklift placement -adjusted respawn room visualizer to now be centered Read the rest of this update entry...
-adjusted server room to stop sightline -adjusted clippings -added clippings to forklift -added lighting to various areas Read the rest of this update entry...
-added upper route to first capture zone -updated lighting over map -re routed right side leading towards first cap Read the rest of this update entry...
Alright, I've been meaning to comment on this map for a while now, but it must've slipped my mind. I wanna start by saying this map is very appealing visually. you did a very good job with it. I can't wait to see how you detail it! There are a few indoor spaces that are a bit large, but I'm not sure how they play. so maybe they do work in your case. This map has an unbelievable good flow. I hope this map gets finished!
-added route on last for blu to flank -adjusted red route from spawn on left side to allow for blu flank -added health/ammo packs on new route -added "tank" to first capzone along with pipes -adjusted sightlines on last -realigned glass on red spawn Read the rest of this update entry...
-added one way door to last -removed flank from last on left side -removed flank from A on right side -added props to A balcony Read the rest of this update entry...
-added route for blu to flank on last leading above point -shrunk area before final point -added light door door that closes when A is capped -removed path in first lobby outside of blu original spawn Read the rest of this update entry...
-made a main route to A from blu spawn -added covered area for red on A -removed stair case from behind A -replace ^^^^ with a tunnel under main route to B -added water in new tunnel -adjusted various hp/ammo packs -added room with windows overlooking A to restrict blu pushing ability -lowered oneway door on B to be levelish with cap point -made A much more defendable -added various overlays and signage Read the rest of this update entry...
really been trying to make it so A is able to be defended -removed blu flank that could lead to A without seeing combat -widened cap zone -removed a "flank" in blu lobby -fixed hl2 water texture Hopefully this isnt to much of a drastic change that it throws off the feel of the map. Read the rest of this update entry...