![]() Moved the rocket from the cliff to the finale.The jump pad has been removed (sorry) and replaced with a full ammo cubby.Added a doorway with a wooden platform accessible from the finale that allows you to shoot down toward the cliff.The cart will need to be held at the saw for an extended period of time like a capture point.There is no more elevator, its now just a normal PLR finale for the time being.Changed the cart to go down to the cliff and loop back up to your team's side with a rollback, and then finally cross back over near the enemy team's battlements at the very end.The cliff now has a small ammo kit on each team's slope.Extended each team's building out to have a new hut.Removed grass that somebody thought was a spy.The sawblades attached to the carts are now smaller, more receeded, and louder.Clipped some little things here and there.Blocked the ability for people on the boost pad to shoot across the map.Elevator boost pad launch target is now tied directly to the cart platform, so you will always be launched high enough to reach it.Made the payload dispenser a level 2, but also made it slower.Added one-way doors around the spawns similar to hightower (dont bother trying to exploit as engi with teleporters i thought of that already).Added some cool stuff that you'll have to see in game.Added a sniping window to each team's battlements that faces the finale.Closed a spawn exit to fix a sightline.Lowered respawn wave time to 3 (6 max) seconds from 4 (8 max).Removed OOV sequoia trees because they were too distracting.Changed skybox texture as an experiment.Made the resupply lockers a bit less hidden.Changed some short fences to tall fences to better signify clipped off OOB areas. ![]() Added little wood platforms outside of various windows to make peeking and blast jumping up to them easier.Changed rocket cliff area to be wider and made the healthkit a full one.Extended the cart path by having it briefly travel through each team's building.Remade the balconies to wrap around and provide better coverage.Redid the fence room to remove the fence and turn it into a nest room, and adjusted the doorways to prevent an extreme sightline from spawn.Improved clipping above some roofs in mid so that rocket jumping is easier.Added push entities to the cliffs so you can't stand on them.Added a pipe route up to each team's sniper battlement, away from the spawn route.Fixed unwalkable displacement triangles.Added breathing room to each team's outer balcony.Fixed snipers cheesing sightlines by standing on balcony fences.Closed off one of the two windows at mid, moved it over, widened it for access, and cleaned up some related sightlines.Lowered the general height of each team's battlements.Adjusted saw so that you can't die from the sides.Removed weird crates that looked like a prop jump.Added a cliff health kit retreat near the payload starting area, and massively simplified the clutter.Improved indoor and outdoor fog transitions.You must stand at the payload the entire time, similar to Hightower, in order to not lose progress.Added a 10 second capture time for the "hacking" sequence, where the payload slowly cuts into the computer console with sounds and particles.The launch site ramp and console is now a rollback zone.Made it generally more closed off for each team. ![]()
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