Sabotage

PL Sabotage a17

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

No Doors left closed

  • Added barriers to some overpowered sightlines
  • added some more signage to point out un noticed areas
  • Moved closing door at Red A side spawn, and added a one-way enterance into the area to allow blue to have a flank to finale and to help cut back on sightlines/spawncamping
  • Fixed an issue where the cart would roll forward all the way to cap

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

Going up?

Sabotage A11 Changelog:

Stage 1 has been implemented​
  • Stage one is the first two points from Single Stage Sabotage, with time and feedback I will change the areas through feedback​
  • Bridge at Stage 1 at A point has been opened up on both sides allowing both teams to use the high ground to attack​
  • Flank at stage 1 has been changed to a regular flank from a dropdown​
  • added cubby for Spies and sneaky...​

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

"MINER" inconvenience

Adjusted spawns and added doors to stage 1
fixed stuck spots
varried gameplay at stage 1
added highground at A for defenders
added staircase near B for attackers
carts temporarally no longer roll back to A on both stages, will fix later
moved frog and added signs telling everyone about the frogge challenge (Congrats @Rhamkin for winning the first round!)

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

A new Cavern has been discovered

A12 has been released!

Changes this update:

- the old B point on Stage 1 has been removed and both stages have been stitched together into a singular stage due to player feedback

- Added new forward spawns for Blu that activate after A is capped like Upward that allows for a slightly faster rollout for Blu after A is capped

- bridge barrier has been opened on both sides allowing whoever has control over that building cover and an ability to attack the enemy team

- Stage 2's Blu spawn...

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

Crashing through a wall

Added a new route through B for attackers to keep from snipers and demospam

Fixed respawnroom bug(s)
Fixed all trigger hurt crashing issues
Fixed door crusher from killing players in Feedback rounds
moved frogge
broke sightlines
added bridge to C's red spawn adding planks so everyone can go up and down easier
fixed stuck spots as well as clipping issues

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

Breaking new ground

INTRODUCING THE NEW TEAM FOR SABOTAGE! Over the course of these past 2 months due to the excitement over TF2's Summer update I've gotten a group of talented folks to detail, patch up, and polish the last version of sabotage to make it for this new update with new assets and theming

Introducing:
@AsG_Alligator & @Will Alfred - Detailing
@DoctorDoomtrain64 - Level Design for finale
@BadassCook - Concept Art...

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

one way or another...

- Reworked areas at Finale by removing doors, and blocking off chunks of map
- added new 1 way route at A - B transition to help assist attackers clear a specific nasty sentry nest
- Added new Crystal models, VMT currently a test
- Added DoomTrain's OC and Mapper's signature
- changed texture at B to keep stickies working properly
- Changed lighting/skybox to Hydro
- Respawn wave changes to assist Blu at attacking finale
- moved frogge
- Removed jump pad at B

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

jumpless

- Updated Crystal VTFs/texture thanks to @Zeus
- Added new vehicles courteously of @FGD5, @BadassCook, & @FanCyy
- Minor artpassing to areas
- Added a 2nd drill wall close to last
- further enclosed last
- removed Jump Pads to some areas of the map, will add/remove others as development progresses

TEMP/TESTING CHANGES
- Closed off 1 way route outside of A going to B (will reopen later if feedback wishes for it)
-...

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
OctoBlitz updated Sabotage with a new update entry:

DOWN TO THE WIRE

This update to Sabotage features the following Changes;

- NEW MODEL FOR THE CART BY MCL!!!!
- New particle effects from @Suna who is now joining the team!
- Artpassed most of B
- added catwalk to Finale with new exit for Blu
- Added new gimmick to finale
- improved cart collision
- Removed Frogge sign
- removed 1 way door on B
- remade area portals

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
932
640
Hi. You were upset about being demotivated to work on this map so I'm hoping this counteracts that pain in some way. I'm working with Alpha 13a since that's is a version I know and doesn't have bad people.

What to bring from a17
  • The new last
  • Ignore the finale gimmick (it was gimmicky and annoying)
  • Bring the custom cart and suna particles

Okay now onto any feedback I have about your map.
20250225182209_1.jpg

This spawn doesn't feel good to leave. In my opinion, it needs to be a bit deeper and have a smoother exit with an angle.

Okay I was lying, this isn't really about feedback. Basically, I think the map here, as it is in a13a (aside from last), is good to go with artpassing and I think you should go for it instead of keeping trying to make little adjustments over and over. That'll drive you mad! What I think you could go for is something similar to either pl_cornwater or pl_swiftwater, some simple but effect alpine mapping with A and B, but after that with C, I think you could do something like pl_upward or pl_rockpass with having a dusty landscape and a mine entrance right there. After the elevator, something like cp_geomance imo would bring a really nice and new visual to to what otherwise would be a relatively standardish map.

I think completing the map here would be a good way to boost your confidence in yourself, it's a good map.