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cp_highlands
1
#1
17 Frags +

Welcome to Highlands, a linear A/D 3CP map!

This map uses artpass_valvebase (from a TF2Maps contest which resulted in Mountain Lab and Mann Manor) as its base. Some people on this forum were talking about how Mountain Lab might work better for 6s with a Blu forward spawn, so I decided that I'd actually take the original WIP map by Valve and turn it into a 6s-oriented A/D map.

Changes to the map include a forward spawn, faster setup timer, and a slight redesign of C. More changes are to come as testing is done on the map.

Hope this works out well. I'd love to see an A/D map that people like in 6s. Maybe it isn't possible, maybe it is. Doesn't hurt to try, right?

Last version is Alpha 4. Downloads and changelog are in this post.

-------------------------------------------

Changelog from valvebase to A3:
-Added a BLU forward spawn next to B; it is inside the shack (which was rotated). I may make this RED's first spawn before A is capped.
-Removed the ladder at B. Just felt like it.
-C is redesigned. The deathpit has been removed, and the point is slightly raised.
-Setup timer is now 15 seconds instead of 75 seconds. If this doesn't work out, I'll probably change this to 60 or 45 seconds.
-All stairs are now blockbulleted, including ones that weren't playerclipped before (quality valve mapmaking). Also blockbulleted the prop ramp near A.

Screenshots (as of a6a):

http://cloud.steampowered.com/ugc/921274718364017511/A494F820BDA21A3E514B36FC3151F2BA4E4584CE/

http://cloud-2.steampowered.com/ugc/921274718364019724/4F40F96325393AFEBDDE4957F0050B4B4DBF0FBE/

http://cloud-2.steampowered.com/ugc/921274718364021361/C135A2FC84033539747FCF427733B0A72F88335F/

http://cloud-2.steampowered.com/ugc/921274718364022987/10AC945120F9481474A9D6F2E2950BEA46AB15C3/

http://cloud-2.steampowered.com/ugc/921274718364024616/C384B7CD5E7856AC1EBE959400136BD3BB76DA7E/

http://cloud-2.steampowered.com/ugc/921274718364026114/1F60C155EF8C3B56AA6E78408BE300844FF78330/

http://cloud-2.steampowered.com/ugc/921274718364028068/6884328305A91B92249B6C6325539B9D4CA1BF84/

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp.bz2

NOTE: There was a map made back in 2011 with the same name. It was a 5CP map. Since it never made it past Alpha 2B, I have decided to use this name. To avoid any potential conflicts, I am starting my map at Alpha 3. Here's the map I'm talking about: http://forums.tf2maps.net/showthread.php?t=16546

Welcome to Highlands, a linear A/D 3CP map!

This map uses artpass_valvebase (from a TF2Maps contest which resulted in Mountain Lab and Mann Manor) as its base. Some people on this forum were talking about how Mountain Lab might work better for 6s with a Blu forward spawn, so I decided that I'd actually take the original WIP map by Valve and turn it into a 6s-oriented A/D map.

Changes to the map include a forward spawn, faster setup timer, and a slight redesign of C. More changes are to come as testing is done on the map.

Hope this works out well. I'd love to see an A/D map that people like in 6s. Maybe it isn't possible, maybe it is. Doesn't hurt to try, right?

[b]Last version is Alpha 4. Downloads and changelog are in [url=teamfortress.tv/forum/thread/10130#post-151910]this post.[/url][/b]

-------------------------------------------

[b]Changelog from valvebase to A3:[/b]
-Added a BLU forward spawn next to B; it is inside the shack (which was rotated). I may make this RED's first spawn before A is capped.
-Removed the ladder at B. Just felt like it.
-C is redesigned. The deathpit has been removed, and the point is slightly raised.
-Setup timer is now 15 seconds instead of 75 seconds. If this doesn't work out, I'll probably change this to 60 or 45 seconds.
-All stairs are now blockbulleted, including ones that weren't playerclipped before (quality valve mapmaking). Also blockbulleted the prop ramp near A.

[b]Screenshots (as of a6a):[/b]
[img]http://cloud.steampowered.com/ugc/921274718364017511/A494F820BDA21A3E514B36FC3151F2BA4E4584CE/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364019724/4F40F96325393AFEBDDE4957F0050B4B4DBF0FBE/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364021361/C135A2FC84033539747FCF427733B0A72F88335F/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364022987/10AC945120F9481474A9D6F2E2950BEA46AB15C3/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364024616/C384B7CD5E7856AC1EBE959400136BD3BB76DA7E/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364026114/1F60C155EF8C3B56AA6E78408BE300844FF78330/[/img]
[img]http://cloud-2.steampowered.com/ugc/921274718364028068/6884328305A91B92249B6C6325539B9D4CA1BF84/[/img]

[b]Downloads:[/b]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp.bz2

NOTE: There was a map made back in 2011 with the same name. It was a 5CP map. Since it never made it past Alpha 2B, I have decided to use this name. To avoid any potential conflicts, I am starting my map at Alpha 3. Here's the map I'm talking about: http://forums.tf2maps.net/showthread.php?t=16546
2
#2
2 Frags +

Oh man, is this what you did today haha?

Can't wait to take a look at it.

Oh man, is this what you did today haha?

Can't wait to take a look at it.
3
#3
-14 Frags +

The walls kind of remind me of portal.

The walls kind of remind me of portal.
4
#4
3 Frags +

Haven't looked at the map, but this is what I've always thought A/D should be like (A->B->C instead of A/B->C)

Haven't looked at the map, but this is what I've always thought A/D should be like (A->B->C instead of A/B->C)
5
#5
13 Frags +

Small request: can you make sure to make the outdoor areas of RED's base use more wood textures?

So many maps have both RED and BLU being all concrete and metal. I kinda miss the farm theme that older maps gave RED.

Small request: can you make sure to make the outdoor areas of RED's base use more wood textures?

So many maps have both RED and BLU being all concrete and metal. I kinda miss the farm theme that older maps gave RED.
6
#6
9 Frags +

this map is literally so wip right now i dont know what feedback to give

this map is literally so wip right now i dont know what feedback to give
7
#7
8 Frags +

please tell me you changed how slow A caps

please tell me you changed how slow A caps
8
#8
4 Frags +
SBARROHOTTOPICplease tell me you changed how slow A caps

No, but if it's really that horrible in playtesting, I'll change it for the next version.

The faster setup time may help with this.

[quote=SBARROHOTTOPIC]please tell me you changed how slow A caps[/quote]
No, but if it's really that horrible in playtesting, I'll change it for the next version.

The faster setup time may help with this.
9
#9
0 Frags +

Ok I'm going to wait until tomorrow to give a full run down on what might be good to change, after I do some testing with my pug group. So far the only thing I can see without posting some pics might be that it's way too short for RED to get to A and comfortably set up, and that capping A is just god awfully long.

Really like what you've done so far to C though, I can tell this is gonna be a good map.

Ok I'm going to wait until tomorrow to give a full run down on what might be good to change, after I do some testing with my pug group. So far the only thing I can see without posting some pics might be that it's way too short for RED to get to A and comfortably set up, and that capping A is just god awfully long.

Really like what you've done so far to C though, I can tell this is gonna be a good map.
10
#10
1 Frags +

excited to see a remake of this map!

excited to see a remake of this map!
11
#11
1 Frags +

An interesting thing to do with this map would be make an entryway to A/B connector through the door just to the left of spawn to make the map faster. Also make the A cap faster.

An interesting thing to do with this map would be make an entryway to A/B connector through the door just to the left of spawn to make the map faster. Also make the A cap faster.
12
#12
4 Frags +

I think the A cap on this map is the longest on all the official tf2 maps. Can't really think of anything longer.

I think the A cap on this map is the longest on all the official tf2 maps. Can't really think of anything longer.
13
#13
koth_product
0 Frags +

but isn't it interesting, gameplay wise, to be able to respawn and have enough time to contest A? (or you can use that time for something less interesting like setting up on B)

I mean, there's no other map that offers that possibility

but isn't it interesting, gameplay wise, to be able to respawn and have enough time to contest A? (or you can use that time for something less interesting like setting up on B)

I mean, there's no other map that offers that possibility
14
#14
0 Frags +
Fubarbut isn't it interesting, gameplay wise, to be able to respawn and have enough time to contest A? (or you can use that time for something less interesting like setting up on B)

I mean, there's no other map that offers that possibility

I don't think it's fair to give red 2 or even 3 chances to contest A. All this does it force blue to win several pushes in a row to get the cap, and red only needs one successful defense to stop it (unless that is a good thing, please correct me of that is actually a good mechanic). Not to mention he might give red forward spawn.

[quote=Fubar]but isn't it interesting, gameplay wise, to be able to respawn and have enough time to contest A? (or you can use that time for something less interesting like setting up on B)

I mean, there's no other map that offers that possibility[/quote]

I don't think it's fair to give red 2 or even 3 chances to contest A. All this does it force blue to win several pushes in a row to get the cap, and red only needs one successful defense to stop it (unless that is a good thing, please correct me of that is actually a good mechanic). Not to mention he might give red forward spawn.
15
#15
2 Frags +

In that third picture, do you think that height advantage might be too much height advantage considering there's so much of it? I haven't gone into the map yet, so I'm basing this just off looking at the picture.

In that third picture, do you think that height advantage might be too much height advantage considering there's so much of it? I haven't gone into the map yet, so I'm basing this just off looking at the picture.
16
#16
-12 Frags +

I opened this hoping for a version of badlands that was balanced for highlander.

I opened this hoping for a version of badlands that was balanced for highlander.
17
#17
0 Frags +
Not_MatlockSmall request: can you make sure to make the outdoor areas of RED's base use more wood textures?

So many maps have both RED and BLU being all concrete and metal. I kinda miss the farm theme that older maps gave RED.

I will probably do that. Mountain Lab was already halfway there. The reason you probably haven't seen many maps with RED being more rustic is probably for balance. It's easier to balance a map when your textures and models are all the same style. On an A/D map, however, this is irrelevant.

DavyCthis map is literally so wip right now i dont know what feedback to give

Test it to see how it plays.

kaiserRegOk I'm going to wait until tomorrow to give a full run down on what might be good to change, after I do some testing with my pug group. So far the only thing I can see without posting some pics might be that it's way too short for RED to get to A and comfortably set up, and that capping A is just god awfully long.

Really like what you've done so far to C though, I can tell this is gonna be a good map.

Yeah, I think in the next beta I'll decrease the cap time for A, and either increase the setup time or give RED another spawn.

liasAn interesting thing to do with this map would be make an entryway to A/B connector through the door just to the left of spawn to make the map faster. Also make the A cap faster.

You mean put a hole through that large wall? That could work, but it might change the balance of the map in a bad way. I'd prefer to wait to try this.

kirbyIn that third picture, do you think that height advantage might be too much height advantage considering there's so much of it? I haven't gone into the map yet, so I'm basing this just off looking at the picture.

If it is, you can blame Valve for that. I'd fix it, however, since I can do that here.

Would really like to hear some feedback from pugs. :)

[quote=Not_Matlock]Small request: can you make sure to make the outdoor areas of RED's base use more wood textures?

So many maps have both RED and BLU being all concrete and metal. I kinda miss the farm theme that older maps gave RED.[/quote]
I will probably do that. Mountain Lab was already halfway there. The reason you probably haven't seen many maps with RED being more rustic is probably for balance. It's easier to balance a map when your textures and models are all the same style. On an A/D map, however, this is irrelevant.

[quote=DavyC]this map is literally so wip right now i dont know what feedback to give[/quote]
Test it to see how it plays.

[quote=kaiserReg]Ok I'm going to wait until tomorrow to give a full run down on what might be good to change, after I do some testing with my pug group. So far the only thing I can see without posting some pics might be that it's way too short for RED to get to A and comfortably set up, and that capping A is just god awfully long.

Really like what you've done so far to C though, I can tell this is gonna be a good map.[/quote]
Yeah, I think in the next beta I'll decrease the cap time for A, and either increase the setup time or give RED another spawn.

[quote=lias]An interesting thing to do with this map would be make an entryway to A/B connector through the door just to the left of spawn to make the map faster. Also make the A cap faster.[/quote]
You mean put a hole through that large wall? That could work, but it might change the balance of the map in a bad way. I'd prefer to wait to try this.

[quote=kirby]In that third picture, do you think that height advantage might be too much height advantage considering there's so much of it? I haven't gone into the map yet, so I'm basing this just off looking at the picture.[/quote]
If it is, you can blame Valve for that. I'd fix it, however, since I can do that here.

Would really like to hear some feedback from pugs. :)
18
#18
1 Frags +

thought this was a highlander version of badlands

this is probably 100x better than a highlander version of badland, good shit.

only thing I have confidence in arguing is that we shouldn't have RED spawn be like right beside C, even if it was just a really simple change like having the door more to the left (assuming perspective is that third picture), so they still have to walk to it

though then you get into problems with them walking right near an important choke point, so that probably wouldn't work. dangit.

thought this was a highlander version of badlands

this is probably 100x better than a highlander version of badland, good shit.

only thing I have confidence in arguing is that we shouldn't have RED spawn be like right beside C, even if it was just a really simple change like having the door more to the left (assuming perspective is that third picture), so they still have to walk to it

though then you get into problems with them walking right near an important choke point, so that probably wouldn't work. dangit.
19
#19
1 Frags +
hooky-Setup timer is now 15 seconds instead of 75 seconds. If this doesn't work out, I'll probably change this to 60 or 45 seconds.

Won't a 15 second setup time make an Engie defence basically impossible to set up?
I feel like that might be a thing.

[quote=hooky]-Setup timer is now 15 seconds instead of 75 seconds. If this doesn't work out, I'll probably change this to 60 or 45 seconds.[/quote]

Won't a 15 second setup time make an Engie defence basically impossible to set up?
I feel like that might be a thing.
20
#20
-12 Frags +

its not badlands

its not badlands
21
#21
5 Frags +
PapaSmurf323its not badlands

clicked on this thread seeing papasmurf was the last post.... was not disappointed.

[quote=PapaSmurf323]its not badlands[/quote]
clicked on this thread seeing papasmurf was the last post.... was not disappointed.
22
#22
0 Frags +

.

.
23
#23
3 Frags +

Yikes. I underestimated how bad A was. After playing this map with bots, I realized that A capped excruciatingly slow. Also, as a BLU scout, I got to A before any bots on RED (of course, they're bots, but still...). So I have updated the map a little.

A4 is now out.

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp.bz2

Changelog:
-Made the BLU forward spawn also RED's initial spawn. RED's spawn switches after A is capped.
-A and B now cap faster: A is down to 24 seconds from 40, and B is 12 seconds from 20.
-Setup time has been extended to 30 seconds. Hopefully this allows RED to build a defense but not too strong of one.
-The A/B connector behind A is now always unlocked. BLU players can get up here using crates as an alternate route to B.
-Oops! I missed some stairs! 3 additional stairs are now blockbulleted.
-Gates at BLU initial spawn now open faster.
-Added an additional route to the A/B connector behind A. This should allow RED players to get up that way easier.
-Also blockbulleted the ladders on the RED shipping crate near A.

Also to the post above: I think this update will help.

Edit: Someone on TF2Maps pointed out that I said the setup time was 30 minutes instead of seconds. This is fixed. Now to kill myself at the thought of a 30 minute setup time

Yikes. I underestimated how bad A was. After playing this map with bots, I realized that A capped excruciatingly slow. Also, as a BLU scout, I got to A before any bots on RED (of course, they're bots, but still...). So I have updated the map a little.

A4 is now out.

[b]Downloads:[/b]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4.bsp.bz2


[b]Changelog:[/b]
-Made the BLU forward spawn also RED's initial spawn. RED's spawn switches after A is capped.
-A and B now cap faster: A is down to 24 seconds from 40, and B is 12 seconds from 20.
-Setup time has been extended to 30 seconds. Hopefully this allows RED to build a defense but not too strong of one.
-The A/B connector behind A is now always unlocked. BLU players can get up here using crates as an alternate route to B.
-Oops! I missed some stairs! 3 additional stairs are now blockbulleted.
-Gates at BLU initial spawn now open faster.
-Added an additional route to the A/B connector behind A. This should allow RED players to get up that way easier.
-Also blockbulleted the ladders on the RED shipping crate near A.

Also to the post above: I think this update will help.

Edit: Someone on TF2Maps pointed out that I said the setup time was 30 minutes instead of seconds. This is fixed. Now to kill myself at the thought of a 30 minute setup time
24
#24
1 Frags +

I'm looking around the map right now

After playing it a bit, if you're trying to edit up the map for 6s you might want to remove alot of the sniper sightlines, as there are literally tons of excellent sightlines.

When on blue team you spawn in the red C spawn when you cap A and B, probably a bug.

This clip brush issue could be pretty devastating with a demo or a soldier spamming that doorway.

Show Content

this one isn't so bad, might be intentional

Show Content

I feel once you texture it up and add some arrows it could have some promise.

I'm looking around the map right now

After playing it a bit, if you're trying to edit up the map for 6s you might want to remove alot of the sniper sightlines, as there are literally tons of excellent sightlines.

When on blue team you spawn in the red C spawn when you cap A and B, probably a bug.

This clip brush issue could be pretty devastating with a demo or a soldier spamming that doorway.

[spoiler][img]http://img841.imageshack.us/img841/7017/kcw.png[/img][/spoiler]

this one isn't so bad, might be intentional

[spoiler][img]http://img6.imageshack.us/img6/861/yhkd.png[/img][/spoiler]

I feel once you texture it up and add some arrows it could have some promise.
25
#25
2 Frags +

Thanks for that bug report. I have fixed those as well as a few other things.

A4A is now out.

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp.bz2

Changelog:
-The trigger_teleport in forward spawn is now only enabled while A is capped and B isn't. Before this, both teams would spawn in RED's C spawnroom.
-Reduced sniper sightline behind point. Now a sniper has to drop down to the area instead of hanging out in the connector.
-Added an extra clip on the house between BLU spawn and A, and also bulletblocked the clips there.
-Bulletblocked the 2 stairs at B. Hopefully I'm done with this.

Thanks for that bug report. I have fixed those as well as a few other things.

A4A is now out.

[b]Downloads:[/b]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a4a.bsp.bz2

[b]Changelog:[/b]
-The trigger_teleport in forward spawn is now only enabled while A is capped and B isn't. Before this, both teams would spawn in RED's C spawnroom.
-Reduced sniper sightline behind point. Now a sniper has to drop down to the area instead of hanging out in the connector.
-Added an extra clip on the house between BLU spawn and A, and also bulletblocked the clips there.
-Bulletblocked the 2 stairs at B. Hopefully I'm done with this.
26
#26
0 Frags +

The area behind A point that leads to B seems to make it incredibly easy for the attacking team to take B once they've taken A- you bring a medic, pocket, and demo through there and trap the main hallway leading onto B while the pocket watches upper. Although, if you plan to keep the insanely long cap time on A, it's probably possible for the red team to brute force down that combo and make them back up to the A point proper.

The area behind A point that leads to B seems to make it incredibly easy for the attacking team to take B once they've taken A- you bring a medic, pocket, and demo through there and trap the main hallway leading onto B while the pocket watches upper. Although, if you plan to keep the insanely long cap time on A, it's probably possible for the red team to brute force down that combo and make them back up to the A point proper.
27
#27
1 Frags +

Alpha 5 is now out.

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a5.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a5.bsp.bz2

Changelog:
-Basic texturing, just so you can see where the map is heading in artstyle (and to make it easier to navigate).
-Reduced sniper sightline at A; I added a wall in the valley so the sniper couldn't shoot all the way almost to spawn.
-Removed exit overhang at the forward spawn, and the platform in front of spawn. You now exit directly onto the displacement.
-Added a flank route to A. It goes from the left house to the bridge thing.
-Moved a window in the sniper house to accommodate for this.
-Bullet blocked an area by B.
-Added a second exit at forward spawn.
-Removed platform from the bridge to the tower, and moved the truck.
-Tried to reduce sniper sightline at the bridge. Window has glass in it now, and I added some more props.
-Extended setup timer to 60 seconds.
-Blocked A/B connector (like default) behind A after A is capped. This door now doesn't allow you to see through the connector, and also is further into the B area than the old one.

I may have missed some things, I'm just trying to get to bed now.

Alpha 5 is now out.

[b]Downloads:[/b]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a5.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a5.bsp.bz2

[b]Changelog:[/b]
-Basic texturing, just so you can see where the map is heading in artstyle (and to make it easier to navigate).
-Reduced sniper sightline at A; I added a wall in the valley so the sniper couldn't shoot all the way almost to spawn.
-Removed exit overhang at the forward spawn, and the platform in front of spawn. You now exit directly onto the displacement.
-Added a flank route to A. It goes from the left house to the bridge thing.
-Moved a window in the sniper house to accommodate for this.
-Bullet blocked an area by B.
-Added a second exit at forward spawn.
-Removed platform from the bridge to the tower, and moved the truck.
-Tried to reduce sniper sightline at the bridge. Window has glass in it now, and I added some more props.
-Extended setup timer to 60 seconds.
-Blocked A/B connector (like default) behind A after A is capped. This door now doesn't allow you to see through the connector, and also is further into the B area than the old one.

I may have missed some things, I'm just trying to get to bed now.
28
#28
2 Frags +

A6A is now out!

Downloads:
https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp
https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp.bz2

A6 was not officially released because heavies could easily get onto the balcony. I also later happened to find a leak.

Alpha 6a Changelog:
-Fixed heavies being able to jump up to the balcony. It is still possible with the GRU.
-Fixed a leak.

Alpha 6 Changelog (unreleased):
-Enclosed the A area plus the cliff to lower the height of that area. This should also reduce the sightline.
-Created a choke at B; this should make the point easier to defend and also reduces the sightline.
-Replaced the B house with a spire; this should allow for more interesting gameplay
-Spire includes a platform from which players can jump from to get to the health and ammo on the balcony.
-Removed health at the entrance to the last building.
-Replaced all of those stairs at the back A/B connector with ramps; this should make it much easier to get around.
-Lowered the cliff, and made a new ramp that connects with the ramp to the flank house.
-Added a wall next to the forward spawn exit new in a5, instead of just having skybox.
-Moved upper entrance to last to the left.
-Added another route to A through the sniper house: you can go behind the point.
-Improved lighting.

A6A is now out!

[b]Downloads:[/b]
https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp
https://dl.dropboxusercontent.com/u/31103105/Maps/cp_highlands_a6a.bsp.bz2

A6 was not officially released because heavies could easily get onto the balcony. I also later happened to find a leak.

[b]Alpha 6a Changelog:[/b]
-Fixed heavies being able to jump up to the balcony. It is still possible with the GRU.
-Fixed a leak.

[b]Alpha 6 Changelog (unreleased):[/b]
-Enclosed the A area plus the cliff to lower the height of that area. This should also reduce the sightline.
-Created a choke at B; this should make the point easier to defend and also reduces the sightline.
-Replaced the B house with a spire; this should allow for more interesting gameplay
-Spire includes a platform from which players can jump from to get to the health and ammo on the balcony.
-Removed health at the entrance to the last building.
-Replaced all of those stairs at the back A/B connector with ramps; this should make it much easier to get around.
-Lowered the cliff, and made a new ramp that connects with the ramp to the flank house.
-Added a wall next to the forward spawn exit new in a5, instead of just having skybox.
-Moved upper entrance to last to the left.
-Added another route to A through the sniper house: you can go behind the point.
-Improved lighting.
29
#29
0 Frags +

this map was v good imo. do the things stalin/every1 was talkin about with a/b connector and redo C (no ideas on this at all) and it is pretty much 2x as good as mountainlab

this map was v good imo. do the things stalin/every1 was talkin about with a/b connector and redo C (no ideas on this at all) and it is pretty much 2x as good as mountainlab
30
#30
0 Frags +

Yeah I don't think there's anything else I can really do except make those image edits of what I was asking for on B and if C could be raised a floor like Kaptain suggested, it would be aight.

Yeah I don't think there's anything else I can really do except make those image edits of what I was asking for on B and if C could be raised a floor like Kaptain suggested, it would be aight.
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