undone

CP undone A12a

uwil

L6: Sharp Member
Nov 12, 2012
260
28
uturn - It's called that because the layout is in the shape of a U.

It's a 2 CP A/D map.
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Fixed a bug that allowed blue team to teleport into red team's last spawn
-Fixed a bug that allowed blue team to use their forward spawn for resupplies or as a place to hide out
-Modified the last point to be brighter, bigger, and with wider corridors
-Changed how brushes were presented to prevent confusion on where the player can go if they're playing as a vertically mobile class
-Modified A slightly to help give Engineers a better place to defend (experimental, which means this might be rolled back if if creates a scenario where A is impossible to capture)
-Ammo pickup patches now have a different color as opposed to the normal red patches for health pickups (It's white)
-Moved the placement of some pickups in A
-Added a staircase to the starting arena for blue team.

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Changed the location of Red's starting spawn
-Modifed B to give Blue more angles of attack, making it easier to push.
-Redid the lighting, hopefully there's no more annoyingly dark areas within buildings
-Changed routing onto A to prevent unfair pyro pushes
-Extended the area around A outwards to give attackers more space when attacking.
-Minor changes to allow attackers more degrees of movement when attacking A
-A little cliffside is added so that Attackers can have a second chance if they get airblasted / knocked back down to the death trigger.
-Extended cap times for both points
-Redid Red's spawn on last to account for the addition of an additional exit.
-Fixed an issue where players could get injured by the opposing team through the setup gates.
-Fixed some clipping issues.

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Modified the capture point areas for both a and b based off of feedback.
-Reduced cap time for a and slightly increased b's cap time
-Changed b's layout slightly to prevent unfair falls from the blue team's perspective

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Mostly just changes to the layout on B to make it easier (hopefully) for RED to defend via holding and not constantly pushing. Will try redesigning the lobby area in the near future if it's not super interesting.
-Lowered B Cap time to 7 seconds from 8

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Tweaked the layout of several buildings to make them less convoluted and to give multiple routes for attackers.
-Tweaked cap times to be more or less than they were initially
-Tweaked locations to prevent unfair sniper spots (e.g. sniping from within their own spawn at B).

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
I have made an attempt to fix some problems with the map.

At point A, players made constant remarks about the long cap time being a piece of artificial difficulty for attackers. Instead of reducing the cap time alone, A has been slightly redesigned to be more focused. The cap time has be reduced to 12 seconds to 28.

Point B's lobby still needs tweaking but one of the hallways have been widened and modified to allow to rotation from the different flanks.

The top route has been changed as well, hopefully preventing spam pushes from that corner of the map.
Additionally, the capture zone has been elongated with a reduction in capture zone time (to 6 seconds from 8-9-10 seconds). One last addition was a slightly longer respawn wave time for the red team on B. As it feels like that the entire red team is a fleshy fortress for the attackers due to how fast the respawn cycle seemingly is. Hopefully this fixes that issue.

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Changed the name to Undone from Uturn!
-Map has 3 control points instead of 2 (A's cap time is 9 seconds, B and C's cap times are 6)
-Last has been yanked right out and replaced with a new one that will hopefully allow Red to safely defend without feeling the constant need to push.
-The two chokepoints / routes into A have been widened, other A improvements have to do with the location of doors as well as other thickening measures.

Read the rest of this update entry...
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Undone the changes to make the map 3CP and is now 2CP

-Redid the final point, here is the old one (circa A8)
finalPointOld.png

Here is the new one
finalPoint.png
Barriers that once existed are now raised up to make it feel less like one big ass room. In addition, one big pillar has been added to the slope adjacent to RED's final spawn, to give the defending team more cover (also hopefully a good place for an engineer to place a dispenser). More cover has been added to the diving board area to make it easier for the attacking team to actual get into the final point's room. Some blocks have been added to allow classes to get out of the final point's pool area through crouch jumping. Scouts can obviously use double jumping instead. This gives defending players different ways of alternating between holding from the bottom area and holding from the top that isn't turning your back away from the point.

-Refined certain areas of the first capture point, this includes widening up some areas while preventing pathetic sightlines.

-I wanted to revert the name back to uturn but I recently learned that there's a map also named that so I'm keeping it as undone.

Read the rest of this update entry...