sequia (stage 1)

PL sequia (stage 1) a12

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Capp

L3: Member
Jan 20, 2017
126
mileshigh - quick pl concept I thought of for a first stage

Wanted to practice with the vertex tool to make a less blocky map and I think I did good. Right now it's onlt the first stage and the name is temporary. I have no idea of what theme to make it and no clue of what to do for the next stage(s). Yay!
 

True lemon

L3: Member
Feb 20, 2019
127
i read that as mile shigh before reading the description
 

Capp

L3: Member
Jan 20, 2017
126
a2 is here!

-Extended the tracks near the first point to allow better defense for red

-broke some sightlines

-changed the flank house to something nicer.

-some other small changes

-changed the map name to Caida

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Capp

L3: Member
Jan 20, 2017
126
-changed the map's name to Seca. And this one might last

-Many structural changes to the first point

-changed the deathpit to a low ground that players can cross

-added a new house left of blu's spawn to help accessibility to the point

-increased Red's respawn time on the last point

-first flank is accessible at all times

-some other minor changes

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Capp

L3: Member
Jan 20, 2017
126
-gave more space for red to defend at blu's spawn

-increased extra time given when capping the first point

-replaced the big rock with a big house that blu can use to flank once the first point is capped

-I heard your feedback, one-way doors are a big no-no. No one way doors now but It may make the first point tougher to cap.

-removed the platform at last, it made it too favorable for red.

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Capp

L3: Member
Jan 20, 2017
126
we're back.

-Added a new route from the building after the first cp to the passage under the bride to make it a bit easier for blu to push

-Red's spawn door opening down felt a bit too wonky so I changed it to a sideways grate door

-That's it. Need more feedback

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Capp

L3: Member
Jan 20, 2017
126
Feedback showed me that red had it too easy with the flanks, now red has limited access to some routes.

Also, people were confused as to the changes that happen once the cart passes under the bridge house near red spawn, so I turned it into it's own little point that only gives 90 extra seconds to blue.

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Capp

L3: Member
Jan 20, 2017
126
-decreased max time to 10min
-Changed the """door soup""" around red spawn to make it easier for certain simpler players
-Covered some sightlines for new routes
-Added a new building near blue spawn, just because
-Added more background detailing
-Added a deathpit :)
-idk I don't remember, im tired and have like 6 assignments to make

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d3adfin

L4: Comfortable Member
Jul 21, 2019
165
i don't think you packed the map properly
upload_2021-6-29_8-5-46.png

also you can stand here
upload_2021-6-29_8-7-35.png
 

Capp

L3: Member
Jan 20, 2017
126
to make testing more effective, the stages have been seperated into different downloads.

some structural changes to last to try and give blue some advantages.

added a forward spawn to blu after b is captured.

b was moved back a bit.

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Capp

L3: Member
Jan 20, 2017
126
You've had enough, I've had enough.

Half the map has now been redone.

Now there is no such thing as a nasty, unavoidable sightline between a and b

there also is no such thing as a C point and thus no forward spawn to compensate for how hard it was to cap.

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