Oceanside

Oceanside a4b

Final upload before the deadline

Changelog:
  • Changed a bunch of lighting
  • Changed the small ammo pack on top of mid to a medium
  • Added killboxes just outside of train tracks
Changelog:
  • Fixed various clipping issues found in playtesting
  • Fixed being able to ride the train out of the map (hopefully)
  • Adjusted the train hitbox to stop it from killing you by touching the side
  • Changed one of the train cars to be a flat car (as suggested during playtesting)
  • Changed the train to always come from the side of the team that owns mid. This was suggested by 14bit as a way to alleviate a little stalemating and be an interesting mechanic. The owners of mid can now easily ride the train to the other side of the map.
  • Moved the resupply cabinets closer to the big doors of spawn
This will likely be the last update before submitting to the contest. Hopefully it's received alright. I have absolutely no delusions of it being anywhere close to winning anything, but I've had fun actually releasing something, getting feedback, and learning a lot of new things about mapping.
Changelog:

  • Reduced overall map size. A recurring complaint was that my map was over-scaled. I hadn't measured it out since it's early development, so after getting these complaints I decided to check again. Wow, was it oversized...

    Scaling it down meant:
    -Removing a building from mid, and scaling back the cliff accordingly.

    - Adjusting the remaining mid-buildings, including lowering the height of the sniper towers slightly for more ease of jumping into them.

    - Reworked Last a bunch to consolidate the area between spawn and the buildings closest to the point.
  • I also reworked the health and ammo pickups to try and make them more cohesive.
Changelog:
  • Overhauled last for both sides: Last was WAY too open before, as I hadn't made it a focus before I pushed a2. I am pushing updates quick to try and make this map as good as it can be before the Connect 5 Contest is over, so I pushed a2 out just to get some testing for the rest of the map. The new last point are much more dynamic and (hopefully) interesting.
  • Lowered health pack count: A common complaint for the last version was that there were just too many health packs. Enjoy burning to death now.
  • Fixed RED resupply lockers: They were just set to the wrong team...because I'm an idiot.
  • Adjusted the train killbox: I had originally meant it so that you couldn't dodge the train if you were in the tunnel. It was meant to be a risky shortcut between last's. This was complained about, so I adjusted it so it's POSSIBLE, but will still catch you off-guard if you're not paying attention.
  • Added a ramp in the building with the furnace after complaints about having to jump up the ledge being "too hard".
  • Adjusted some clipping
  • Changed a few minor details
Hopefully these changes are for the better. Only time will tell.

EDIT: After uploading, I've already noticed a couple issues:
  1. There's a sniper-sightline from RED's Last battlements that I forgot to adjust. BLU side does not have this issue.
  2. I should probably make the train rail props non-soild

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Formerly cp_cliffside. I changed the name because, thanks to this little tool, I found someone had already made a cp_cliffside.

I updated mid's gameplay a bit. The "Objective on a Bridge" section of the map wasn't really very obvious, so I made it more so. I also start a little on the 3D skybox (not finished), and added spectator cameras.
Re-packed the .bsp