Staggering Rock - Four point payload map, featuring Rocks Once again I'm making a four point payload map. Hopefully I will have learned something from my previous attempts for once. Nothing too crazy layout wise, just hoping it's fun to play.
Relatively minor update, mostly fixing bugs and the least balanced parts of the map. I would need more testing before I make any more substantial changes. Changelog: Fixed the roadblock from blocking bullets Lowered point D slightly, so the final hill isn't nearly as punishing Redid the staircase to the highest ground at D, to make it more friendly for Blu and less friendly for Red Tweaked some spawn times Tweaked some health and ammo at C Read the rest of this update entry...
Changes: Fixed visual bug in the ceiling of blu's first spawn Widened the playspace for A Probably gonna do the same for C and D later The roadblock can now be jumped over I didn't originally want it to, but every playtester assumed it was jumpable so I've conceded Removed one, but not both, of the rollbacks at C Capturing C awards blu more time (4:30 --> 6:00) Adjusted some respawn timers Moved the 1-way gate so only blu can reach the highest ground at D This will likely be too overpowered for blu Read the rest of this update entry...
Pretty big update, since a3 got a lot of good feedback. Point A: Widened area outside Blu spawn Added a fence that prevents Blu from walking to A too quickly, but the fence lowers after A has been capped Increased the size of, and added more cover to Red's high group at A to make it more defendable Point B: Removed the roadblock Lengthened and widened the path between A and B Widened Blu's holding area before B, and added another building for more cover Turned one of the boxjumps into a ramp Reduced the amount of metal Point C: Added another stairwell connecting the high and low flanks, so that Blu players are no longer forced to commit to the path they choose Added health and ammo to one of the stairwells, as well as filled the dead space in the room Turned a ramp into a boxjump so that Red can't reach the high flank as easily Reduced the amount of metal Point D: Made the left route more viable for Blu by giving it a height advantage, and making it harder for Red to reach Medium health kit on left route moved to the Blu side Embiggened the high ground for Red Gave Red more cover on their high ground General Changes: Initial timer reduced (4:30 -> 4:00) A adds less time (4:00 -> 3:00) B adds less time (5:00 -> 4:00) C adds less time (6:00 -> 4:30) Might reduce this further in the future, probably to 4:00 Updated/refined a lot of cover Lowered the skybox to something sensible Added some more signs Added a c a c t u s Read the rest of this update entry...