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PL Vigil RC4

Single stage 4 point payload, originally made in the 2016 Winter 72 Hour Jam

  1. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    PL Vigil - Single stage, 4 point payload originally made in the 2016 Winter 72 Hour Jam (Originally named PL Dawn's Vigil)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.
     
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    Last edited: Oct 7, 2016
  2. Zed

    aa Zed Certified Most Crunk™

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    Read that as "Dawn's Virgil" at first.

    "What's next, Dawn's Dante?"
     
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  3. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  4. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    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.
     
  5. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Naw, we need more epic telescopes in maps! It makes for a much more memorable setpiece.
     
  6. Zed

    aa Zed Certified Most Crunk™

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    Porque no los dos?
     
  7. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    The centerpiece of last will either be a laser or a telescope. Not both.
    I'm leaning towards this, I can save the other idea for another time.
     
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  8. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - 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

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  9. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    • Like Like x 1
  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  11. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  12. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - 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

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  13. Lain

    aa Lain Resident wrong opinion holder

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    I have a big problem navigating this map around the B-C area, every route feels very convoluted.
     
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  14. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Changes of A7:
    - Widened mid section of map (routes from B to C)
    Changes of A7A:
    - Fixed lighting issue near last
    - Fixed red spawning facing the closed door when 3rd is capped
    - Raised walls either side of the B structure a bit

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  15. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - Decreased cart speed on rollback ramps
    - Added more signs
    - Decreased red's spawn time on 3rd and last
    - Decreased time added after each capture
    - Raised spot on last
    - Added displacements on cliffside of last
    - Added window to 3rd
    - Added red dev textures to help with player direction

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  16. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  17. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  18. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  19. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - 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

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  20. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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