Chateau

Chateau x20

Chateau 2.0! This is going to feel like an entirely new map. Completely revamped the entire thing. Sniper should have a much better time everywhere. C should be decent now lol and B is massive.

The changelog for this version is more of just general notes rather than exact changes.

A
-removed long shack and expanded playable space into the water via a large topiary rock chunk
-removed the large rock wall between A and back of B
-added new shacks
-added sniper platform under bridge
-added topiary trees in a row like a garden

B
-removed massive rock chunks to open up top field area
-added topiary trees in a row like a garden
-added really tall blu dropdown into area to help prevent red forward holds
-expanded field area and blus main rock flank entrance into it
-made the shortcut to A optional again

C
-redesigned the B to C terrace area
-added four story spiral staircase (woo)
-flattened bridge area out
-added see through cover display cases
-added large holes in basement floor
-made the obvious red sentry spot actually a good sentry spot
-removed all glass windows to open up outdoor gameplay
-added a turret red side for more pathing options

D
-redesigned the carts approach to final. instead of a straight shot to a super long roll back zone its a large semi circle to a short roll back
-added small display cases to flank rooms
-large main ramp to flank is now two smaller plank paths
-gave red some obvious sentry spots
-full health dropdown area is now a chateau courtyard rather than rock walls
-removed lower route option for red coming out of spawn
-added spiral staircase in choke for some options

Pics of new stuff

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Changes

-removed small rock tunnel flank on short range side of B
-various visual refinements
Some pretty big 11th hour gameplay changes inbound. Completely redesigned the back end of B with a brand new drive way for gameplay improvements and to increase some visual realism for the map. Please ignore the ugly fog distance settings for this version lol.

Changes

General
-loads of visual refinements with more to come

B
-redesigned back end of B with new chateau driveway and bridge
-removed rock pillar and overhang bits
-added new terrace area in place of rock bits
-added new left side (as red facing B) spawn area exit/route

D
-main area should be visually less noisy
-broke and opened one of the windows on lower walkway to include it on the full health pack drop down area fun

Pics

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Red's shortcut to A makes a return! Also some more gameplay changes.

A
-added back red shortcut
-red is now forced through shortcut until A is captured

B
-removed two one way doors
-pulled center chicken wire cover down to give both teams a little more cover and hopefully improve the elevated sentry spot
-added ramp access to roof of red shack next to the point

C
-redesigned red spawn exit area
-removed outdoor access to basement
-added full health on cliff
-added back red staircase to attic
-opened up attic to main hall
-reduced the width of red side ramp to basement

D
-added new sentry ledge on right side window (as blu attacking the area)
-removed lower sentry ledge left side
-removed red spawn area sentry ledge just above the point
-added water to full health pack area

Pics of new stuff

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Massive B changes inbound. I closed off the top of the canyon so the cart area is in a cave and added three sentry spots for red.

Changes

B
-extended the top floor's walkable area
-added two sentry spots in new cave
-added sentry spot above B via a rock wall


C
-removed a rock wall just outside of entrance
-some lighting refinements

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Time for some gameplay changes! Then more detail later.

This version should completely remove all routing confusion coming out of reds first spawn and make capturing B easier. Blu will also no longer completely dump onto red on B capture.

Changes:

General
-removed red shortcut to A
-locked right side mini door of red spawn until blu captures A
-separated first red spawn doors with a fence
-added no build to bottom of blu spawn water pit (lol)

B
-removed large rock height immediately over checkpoint
-added new cliff side flank to height access over point for blu
-moved blu forward spawn back so it doesnt directly dump on red players on B capture

C
-added metal fence "net" that enables on C capture so blu players dont potentially fall to their death coming out of the new spawn

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Chateau update time! A to B should be easier for blu now with the new one way doors and should allow for some better engie nests. C received a redesign that should be easier to defend and understand.

Hopefully the increased visibility in C doesnt hurt performance too much. Once all this new gameplay is sorted ill do a fresh, more detailed, wood plank detail pass on the interior areas.

B
-added two one way doors for blu. one in the right side height flank connecting to main and one downstairs in the dropdown area
-added a lot of water to main pit area floor

C
-removed entire upper interior hallway window route
-removed interior access to attic from main level
-removed red side ramp access to attic
-removed upper floor access from outside
-shortened and lowered outside flank to only access basement
-lowered cart path height of main entrance

Pics
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-fixed walkway at b forward spawn being invisible
-reduced time given on cap of A and C by 30 seconds
Okay time to make B easier to cap! Im pretty sure this will be the workshop version I just wanted to test just in case. I have to say this change feels really obvious now that I look at it lol.

I held off on this for a few reasons but mainly because I wasnt sure if it was totally needed and wasnt even sure how to do it yet. Last night I had a bit of a realization that I had actually diagnosed the problem while ago but I didnt notice. Maybe it was having several more tests confirm this that helped heh.

In almost 100% of B holds blu gets the cart 90% of the way but gets stuck on the last 15 feet to the cap. Like the cart seemingly got stopped in the same place every single time.

So I moved he checkpoint down a step on the terrain.

This should drastically increase the rate of B captures and actually hopefully provide red a little more time to setup at C. This change might be felt map wide lol.

The forward spawn given to blu on B cap is extremely generous so I hope moving the checkpoint doesnt make that dynamic weird but thats why we test.

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Detailed shacks, added some supports around C and placed new architectural props and world textures