Weir - 2cp domination set on a hydroelectric dam. This map is my entry for the Back to Basics contest. It's a mirrored 2cp dom map with the intent of making dom work while also focusing on the dynamic of putting pressure on a control point by pressuring another active control point. The point by the dam, Point A, caps twice as fast as the point inside the nearby generator room, Point B. The idea is that a majority of the mid fights and back-and-forths should happen around A, with B being the secondary point. Hopefully it's fun. Screenshots:
Changelog: -B and most of the B building are locked until A is capped, and B can only be capped by a team if said team owns A -B cap time raised from 20 seconds to 25 seconds -Tweaked spawn times -Redid main room into B to have smaller shutter entrance plus second-story catwalk with one-way windows leading to new railing ledge -Tweaked highground ledge directly next to B and the cover near it -Observation room now has glass in all three windows (also JimiJam) -Upgraded all health along the middle of the map to its immediate next size -Minor visual (including lighting) changes, mostly at A -E Screenshots: Read the rest of this update entry...
Changelog: -B is now available to both teams when unlocked, instead of only being available to the team that owns A -Fixed solid railings at B -Fixed certain buildings not allowing stickies to stick to them properly -Mirrored the tiny shacks at A -Water is now fully capable of extinguishing players -Fixed solid light fixtures across the map -Possibly more that I forgot No screenshots this time due to most of the changes being unnoticeable outside of gameplay Read the rest of this update entry...
Fixed broken logic thanks to a comment Idolon made on my DAD prefab. Read the rest of this update entry...
Changelog: -B is now unlocked at the start, just like how it was in A1 -A and B now both take 18 seconds to cap and give no spawn adjustments -Moved A into a new shack where the old shack used to be and deleted the weird overhang -Made packs less cramped -Rotated spawn buildings and spawns to make flow better -Fixed some collisions and other things I forgot Read the rest of this update entry...
Changelog: -Changed prefix to dom_ -Now uses timer system; owning at least one point makes your team's timer run down, team wins if their timer hits 0 first; 5 minute timers, no overtime, no start-of-round cap delay -Slightly rotated spawns -Made dam a bit wider and added some crates Read the rest of this update entry...
Changelog: -Textures and shit -Small details and geometry cleanups -Room between points connected to sewer changed slightly -Removed some shutters, shutters that were kept were made into wide/Well shutters -Removed overtime -Reduced timers to 4 minutes from 5 -Other things that I probably forgot Screenshots: Read the rest of this update entry...