Vigil

PL Vigil RC10

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theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
PL Vigil - Single stage, 4 point payload originally made in the 2016 Winter 72 Hour Jam (Originally named PL Dawn's Vigil)

Red have built their own observatory. Unfortunately for them, blu has learnt about it's existence, and are trying to do what they do best - blow it up.

Thanks as always to A Boojum Snark for his library and thanks to Nightwalker for jogging my ideas for second.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Read that as "Dawn's Virgil" at first.

"What's next, Dawn's Dante?"
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
For those people who played it, what do you like/dislike about the third and fourth points (especially the third)? I'm thinking about changing around red's last spawn so that it's directly behind the support for the telescope, and changing the lower flank so that it's longer and exits into the final area at the side rather than at the back.
Additionally, should I instead make the telescope a laser gun? The laser gun could fire if red wins, and blow something up in the sky.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Porque no los dos?
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
- Changed flanks on third to increase the possibility of red holding
- Added a shortcut for red to third, which closes after third is capped
- Changed location of blu's spawn for final
- Changed where the lower flank for final begins and ends
- Moved red's final spawn directly behind the telescope
- Changed how the upper areas in final work

Read the rest of this update entry...
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
- Locked the back door of Red's forward spawn to dissuade people from going to last when cart is still on first
- Rotated Red's spawn points more towards the door they need to go out of in their forward spawn to dissuade people from going to last when the cart is still on first and second
- Upgraded some small health packs to mediums
- Added handrails around the pit at last
- Fixed issue with red's forward spawn door not closing when second is capped

Read the rest of this update entry...
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
I have a big problem navigating this map around the B-C area, every route feels very convoluted.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
- Put block bullets around rocks next to C (Thanks Luikuri)
- Changed health and ammo around B to give blu a bit more advantage
- Added a fence and moved ramp forward on B to help limit red's view of B from spawn
- Widened flank from tunnel to B to help out-range sentries put there
- Added more time after A and B cap

Read the rest of this update entry...