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pl_prowater

Created 12th July 2020 @ 17:24

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AsuX

THEORIST
inv

Dear badwater enthusiasts,

I have been working on pl_prowater, an upgraded version of pl_badwater with minimal changes and various bug fixes.

Current version: pl_prowater_b10

Direct download: https://www.sendspace.com/file/2uj1qb

Workshop link with screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1913022980

Changes present in this version:

-added one-way gates to allow RED to retreat from A and B more easily
-added a BLU forward spawn in the bunker once B has been capped
-added an exit to the other BLU forward spawn
-added an entrance to C bridge house
-added a sniper fence on last
-added a ladder to link top and bottom RED spawn
-fixed being able to resupply in enemy spawns
-fixed being able to shoot from B to last
-fixed occluders on last
-fixed various clips, textures and props in the map
-fixed wrap assassin on last
-made cart unable to roll backwards once the slope on last has been passed
-unclipped the small roof next to tracks on last

Bug reports and feedback are welcome as to improve the final version.


Last edited by AsuX,

Kaylus

(League Admin)
LT
Ѧ

Have you considered reworking the B point completely? I hate having a big part of a map being unused

supra

Inactive

since there isn’t any full changelog, would you mind providing it so people would see all changes compared to pl_badwater?

AsuX

THEORIST
inv

Quoted from Kaylus

Have you considered reworking the B point completely? I hate having a big part of a map being unused

Albeit possible, completely reworking the B point doesn’t seem to be worthwhile as it would alter the balance of the map (notably A point and RED spawn) and would create a new B hold either too powerful (leading to players complaining about it) or not powerful enough resulting in RED abandoning B in order to hold C the same as before.

Moreover it would require a lot of testing (thus time) before being able to come up with a balanced B and would confuse new competitive players coming from pl_badwater.

Finally, it goes against the idea of pl_prowater which is to be as close as pl_badwater as possible in the manner koth_product is to koth_viaduct.

AsuX

THEORIST
inv

Notable pl_badwater_pro_v9 issues:

A: it is possible to build inside the BLU forward spawn which is also lowground (easier to spawncamp) and players get stuck in the teleporter entrance

B: RED still don’t hold roof despite the one-way gate and the wooden fence nerfs the passive hold making B hold worse than on pl_badwater

C: the removal of the house gate (present in pl_badwater until B is capped) and the addition of the balcony allow BLU to leave one player to watch double doors while others rush C from highground if RED get wiped on A resulting in RED losing A, B and most of C back to back and 3 minutes rounds

last: same as pl_badwater, RED sniper is still allowed to abuse top spawns and cart usually rolls back up the slope if BLU fails a push

In conclusion pl_prowater has:

-better spawns
-better B hold
-better flow by preventing BLU from rushing C that easily and giving new strategic use to bridge house
-better last which is easier to push by nerfing RED sniper and cart

AlesKee

SDCK!

nice try but im still voting for Biden

Citrus

ВТ.

On this version you can block C ladder with disp ikr? Then it’s bad, it’s boring to play for both red engie and blue spy.

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