PL Siege Machine A6

They say medieval payload isn't possible.

  1. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    Siege Machine - They say medieval payload isn't possible.

    Forsooth thee, here ye hear ye something something medieval payload.

    Want to siege a castle, but said castle has walls? Well look no further as we have provided you with a siege machine! This particular model is known as a Siege Tower, and by the time we're done explaining its many features you'd have already gotten fed up with the word siege.

    Pictures:
     
    • Like Like x 5
    Last edited: Aug 3, 2017
  2. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    Read all about it:

    -Changelog-
    • New catapult for blu that enables after 1st is capped.
    • Blu is able to "climb" the tower at the end cap.
    • New fence and rocks to cut some sightlines.
    • New bridge to some health at cliff.
    • Max timer reduced to 6 minutes.
    • Removed cart rollback.
    • Adjusted Blu's spawn.
    • Adjusted Red's wall to reduce fall damage.
    • Adjusted the cart so that you can't get stuck as easily.
    • Demo charge ramps from within Red base.
    • Added spectator camera.
    • Painted the displacements because everything being dirt was hurting my eyes.
    • Fixed the health not being meat.
    New Pictures:


    Read the rest of this update entry...
     
  3. Mess About

    Mess About L6: Sharp Member

    Messages:
    317
    Positive Ratings:
    146
    i still don't understand why they don't add more maps for these alternative modes (Medieval, PD, SD, etc...)

    they hurt nothing to the game but keeping it fresh
     
  4. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
  5. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    More height variation. (more dramatic height differences in some areas)

    *Changelog*
    • Redesigned middle area with a new fort area for more interesting sniper battles.
    • Slightly more height variation along track (I used displacements because it was easier than redoing all the brushwork for the ground).
    • Fixed the "climb" feature.
    • Reduced max round timer length to 5:30 (from 6).
    • Reduced time bonus after capping 1st to 4 minutes (from 4:30).
    • Added a sign to mark A (1st cap).
    • New brush over Blu's spawn wall prevents shooting enemies during setup time.
    • Fixed the main respawn visualizer not displaying properly.
    New Pics:


    Read the rest of this update entry...
     
  6. Billo

    Billo L10: Glamorous Member

    Messages:
    784
    Positive Ratings:
    288
    looks interesting
     
  7. Muddy

    aa Muddy Muddy

    Messages:
    2,451
    Positive Ratings:
    4,390
    I don't remember anyone saying that Medieval Payload isn't possible
     
  8. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    543
    Positive Ratings:
    423
    is the payload that big wooden thing?
     
  9. Viemärirotta

    aa Viemärirotta sniffer

    Messages:
    1,003
    Positive Ratings:
    568
    Yes.
     
  10. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    543
    Positive Ratings:
    423
    ok
     
  11. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    It's been a while, but hopefully it's been worth the wait. The highly requested second stage is now ready for testing!

    Changelog (for stage 1):
    • Removed scaffolding from Blu spawn in favor of the jump system from the end.
    • Made the catapult more obvious.
    • Slightly more height variation along sides of cart path.
    • Adjusted the large health pack bridge and cave.
    • Adjusted the positioning of some rocks.
    • Deleted the rocks around the outpost.
    • Added more ammo pack for snipers.
    • New gameplay sounds.
    • New models for ammo and health.
    • Adjusted env_light
    • Reduced max time to 5 minutes
    • Reduced starting time to 4 minutes.
    • Reduced time bonus on cap to 3:20 minutes.
    • Setup time reduced to 35 seconds.

    Read the rest of this update entry...
     
  12. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    543
    Positive Ratings:
    423
    put into the steam group test server!
     
  13. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
  14. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    "Fixed Stage 2 Round Timer"

    How I did not realize that was an issue during debugging is beyond me. Maybe cause I skipped to stage 2 immediately instead of capping the cart at the last second.

    Read the rest of this update entry...
     
  15. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    Changelog:

    Overall
    • Increased Red respawn timer

    Stage 1
    • Catapult wont trap you when it spawns in.
    • Boxes in spawn can't be broken.

    Stage 2
    • Fixed being able to push cart before setup ended in stage 2.
    • Added spawnroom trigger to red spawn.

    Read the rest of this update entry...
     
  16. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    474
    Positive Ratings:
    758
    Version A6: Hired a professional medieval city planner named Althalos Terrowin to redesign the entire 2nd stage to be more village-like.

    -Ye Olde Changelog-

    1st Stage
    • Adjusted blu spawn to make the front area slightly smaller.
    • Moved some of blu's spawnpoints to the other side.
    • Widened left cave blu spawn exit.
    • Made bridge over water more narrow.
    • Removed a flame for arrows outside blu spawn.

    2nd Stage
    • Redesigned entire stage
    • Stage 2 cart moves faster



    Read the rest of this update entry...