PL Staggering Rock a4

Four point payload map, featuring Rocks

  1. Vert

    Vert L1: Registered

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    48
    Positive Ratings:
    8
    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.

     
  2. Vert

    Vert L1: Registered

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    48
    Positive Ratings:
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    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

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  3. Vert

    Vert L1: Registered

    Messages:
    48
    Positive Ratings:
    8
    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

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  4. Vert

    Vert L1: Registered

    Messages:
    48
    Positive Ratings:
    8
    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



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