4Pillar

4Pillar a6

A6 changelog
-adjusted a logpile prop that did not mirror the layout properly
-made DM room less big
-closed off the under area of the DM highground
-removed fences from DM highground
-added some wood piles into DM room to give more variation in height and allow non scouts to jump up to the highground
-added a tunnel from lower spawn route to ramparts
-opened a new sniper roost on other side of ramparts
-closed off the rear of the ramparts behind new sniper roost to help eliminate highground that was only useful to the attacking team making it too easy to push forward
-reduced the size of the ammo hut on the highground and made the passage next to it wider and added a ramp to it
-added a window on the rampart building
-changed the small ammopack at mid's flank to a medium
Note: spawnrooms and spawn courtyard are still temporary
-altered geometry to better fit a displacement ground
-turned top of mid into a displacement to give it a nicer texture
-adjusted some props to better fit the displacement ground
-replaced some dev textures
-added a functional soundscape
-raised walls on mid to help counter sentry and sniper sightlines
-fixed snipers being able to easily walk on top of rampart walls and gain an unfair sightline over the entirety of mid
-adjusted rampart heights in an attempt to make them less domineering of a highground
-reduced height of incline in the deathmatch room next to mid
-gave ramparts an interior section to help close off the two courtyards before mid
-removed small ammo pack on mid
-adjusted widths of parts of the ramparts to make it feel less claustrophobic
-raised middle portion in mid secondary house to help block sightlines
-extended balcony exit on a spawnroute to give more breathing room
-added a wood pile on top of broken pillar to increase its height
-widened arch doors into deathmatch room
-made the deathmatch room larger and added a raised platform at the rear
-adjusted medium healthkit position in deathmatch room
-widened path before deathmatch room
-reduced capture time for point to 8 seconds from 12
-clipped off "capture point" sign to prevent a perch for snipers that gave too much cover
-changed capture point's local name to "The Pillars"
-widened entries into balcony spawn route
-replaced double ammo packs on highground route with a full ammo pack
-misc clipping fixes
-mirrored an important wall at mid that did not get properly copied over
Changelog
-entirely new layout for courtyards
-map got larger in width to accommodate new layout
-layout is now mirrored instead of being rotated
-added a new building at mid
-messed around with lighting for fun
-replaced 4pillars with betterer pillars
-extended map by another 128hu to create more courtyard space
-changed corridor end to a half circle and gave it a larger window
-changed ramps on left route to mid into a single prop stair to open up courtyard space
-added a concrete block next to new stairs
-closed the right door to battlements building from courtyard and removed the associated ramp
-extended wall on left side of battlements
-added cover to shack roof
-extended boundary wall next to shack to account for the new cover
-added a small ledge for winger scouts to jump up to the shack roof from spawn route
-extended lower wall connected to battlements on the right side
-reduced mid wall heights as they no longer are required to block a sightline
-fixed spawn visualizer being trigger instead of nodraw
-added concrete pipes on left courtyard route to provide cover
-removed entrance from shack towards mid
-widened side entrance of shack
-shifted spawnside entrance of shack
-swapped medkit and ammopack positions in shack along with their overlays
-replaced crate near shack with a tire
-filled voidspace between pillar and mid building on the left side with an incline
-added logs to front of shack
-added a dumpster outside corridor behind stairs
-shifted corridor ammopack forwards slightly to better match new geometry
-smoothed out shack's side entrance with a ramp now that it is a primary entrance
-improved block bullet clipping on windows
-made water machinery prop not solid to prevent a portion of its collision sticking beyond its clipping
-disabled rear courtyard fence's collision and clipped off to solve odd collision behavior
-extended geometry on left spawn route by 2Hu and adjusted clipping around the crates
-added tiny crates to rear courtyard fence to enable non-scouts to crouch jump onto the larger props
-misc clipping adjustments

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A2 change log
-fixed found clipping issues
-fixed known clipping issues
-changed battlement cover into a partial interior with cover extending down to ground
-freed the water machine prop
-fixed overlays
-raised one of the CP's corner walls and gave it a window
-closed off the corridor entrance to the CP
-deleted packs and kits too close to spawn
-changed corridor ammo pack from small to medium
-added a wall on left side of battlements building to the neighboring shack
-lowered spawn side entrance hole to shack to break sightline
-Adjusted shack roof to correct some misaligned geometry
-added a wall corner below corridor
-extended wall on other side of corridor to provide cover from area before mid
-changed "Steep Ramp" to a prop stairs
-deleted ramp down to mid from left spawn route
-raised boundary wall barrier around shack
-removed physics from shack light prop
-expanded left side slope onto CP
-replaced CP ramp wood props with dumpster
-extended wall to cover one way exit option on spawn's right route
-replaced mid main ramps with prop stairs
-added small corner ramps to central stairs to CP to prevent tripping
-replaced spawnrooms
-made mid larger by extending the map 128 HU
-misc fixes

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