Stash

PD Stash A4a

Le Codex

L4: Comfortable Member
Dec 4, 2020
156
76
Stash - A small and simple PD map

Mann Co. has come around, and has required of the mercs that they deliver the Australium they gathered from all those robots. Will they do it? NO! Of course not!

They much prefer to fight over which team is going to have to pay up. And by pay up, they mean killing each other to steal the other team'sAustralium to deliver it to Mann Co.'s stash.

So yeah, a simple and standard Player Destruction map where the pickups are Australium ingots. Nothing too special there, the map may be a bit small, but I feel like it should play decently.
 

Le Codex

L4: Comfortable Member
Dec 4, 2020
156
76
Thanks a lot for the playtest, I'm able to see what needs to be done gradually ^^

- Made the back point activate with the mid one instead of being always active
- Increased its cap rate
- Added visual and audio confirmation that the back point is active
- Added hazard strips to indicate where you need to stand to cap
- Changed the water texture
- Added a floor to the small buildings to prevent trimping/jumping to the enemy spawn
- Reduced the size of the mid building
- Reduced the amount of ammo/metal around the mid point
- Engulfed the entire map in a no build cube

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Le Codex

L4: Comfortable Member
Dec 4, 2020
156
76
SCREENSHOTS WILL BE UPDATED AND DO NOT REPRESENT THE MAP ACCURATELY ANYMORE

Thanks a lot for the detailed feedback I received in vc. I didn't work that much on mid, which is next on the list, because I already spent a lot of time on making the map bigger
  • Extended the map by pushing the spawns back and adding new connectors
  • Added new routes to each point
  • Made the point alternate and glow (thanks a lot 14bit)
  • Added icons for the UI
  • Removed the countdown due to the new logic. I'll try to add it back
  • Fixed sightlines from one point to the other (bandaid fix, I'll do a better job next version)

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