Single stage payload, 4 points
V1.8: rejigged the spawn rooms again, due to request. more signage around the gate to D to make it painfully obvious that it's D on the other side of the gate, not B or C. added a bit of cover to the 4th area's 1st rampdown. some lighting changes, doodads added. couple more cubemaps added.
V1.6b: fixed the doors of the final blu spawn overlapping with the wall above fixed issues of people getting stuck on a certain rock in the first area
added (missing) lights to one of the blu spawn exits
Sorry about V1.6 dunno what happened there really. anyway, fixed it now in v1.6a (fingers crossed)
V1.6:
a dramatic change. i'll let you find out on your own what it is
V 1.4b: minor changes to the final area to give engies better build locations. skybox edits. couple more signs/arrows and removed some ambigious arrows.
need to take some new screenshots some point soon :P
V 1.3a: slight change to the spawns to help balance out the 3rd part of the map. other than that, touching up some details and sounds. made the security barriers at the start of the last part move open when 3rd point is captured, instead of starting open.
raised the 'roof' of the map on the higher areas, to prevent demo/soldiers banging their head into an invisible ceiling.
V 1.2: mainly eye candy. but also fixing some major behind the scenes issues with one of the displacement faces causing the game to crash whenever a physics entity passed over it.
V1.1: more cover for last 2 areas. ambient sounds. fixes from game day testing. and some more doodads spread across the map.
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Minor update: added a couple more arrows, slightly changed the red spawn layout, changed how the blu spawn points are handled (i.e. no onger using disable/enable, instead linking them to appropriate points. hopefully this will avoid problems)
based on advice from z33w13r, i've made another quick change, which i hope will mean no more map problems anymore.
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Horay! reservoir's now in beta! :D
This is a standard single stage payload map, still in progress.
my basic premise was a water facility with the attackers trying to contaminate the water. thats why the payload is a barrel instead of a bomb. as for the stickybombs, well it still needs to explode, and i sorta found it entertaining to see a payload cart covered in stickies. the attackers begin in an abandoned/decommissioned powerplant whilst the defenders begin in the central building of the map.
give feedback please on things you think need improving.





