1. Perfecting it. Part 2

    Keven0045
    Update. 1.57.png

    In this part we're going to talk more specifically about design changes. The reason why I uploaded this update in two parts is because I am limited to use 16 images in one post. Then I had to wait one week to upload the next part, which is understandable.

    Path.png
    Okay, anyway I made a new path to avoid spawn trapping and feeling ”surrounded” so you can take a more sneaky path to avoid being seen.

    Path Behind.png
    Here is...​
  2. Perfecting it. Part 1

    Keven0045
    It’s been a while since I posted a update on this map, so I decided to post a new one and hopefully it’s the final update. The map is also one year old as well! :)

    One of my goals for this update is to make every gametype playable and fun, so I’m adding, removing and move things around to make each every gametype feel at least decent. Except Mini-games and Infection.

    Update. 1.57.png

    Let’s start with what I have been moving around....​
  3. One more thing.

    Keven0045
    I forgot one little detail. :)
    Old New Ledge.png
  4. Weapons, Spawns, Skill Jumps and Objective Update

    Keven0045
    This update contains Power Weapons, Spawn tweaks, Skill Jumps and Objective updates. I've been updating the map for quite a while, so you have maybe already seen most of it.

    Okay, let's start with the Power Weapons. The first thing I did was breaking the unique/refreshing gameplay that I was going for, by changing the Power Weapons. I changed from Incineration Cannon to Plasma Caster and from Binary Rifle to Hydra Launcher.

    > Removed the Breakout callout at the start of the match. The...
    agony ZENITH and CANADIAN ECHO like this.