Osiris

Multi Stage Osiris b27

I fixed a few issues I noticed in the previous tests and made a few additions that are ridiculous but hopefully fun.

General
-Added some retracting prop arrows for direction near reds first forward spawn. They retract upon capture of B and go back down on capture of C for blu guidance at blue forward 2.

A
-Added rock platforms for some player predictablility for both sides fighting in the area
-Added some elevated paths on the long rage red side for some variation
-Refined the rock pillar usage

B
-Cleaned up some of the visuals
-Added just a little more cover going up the tower next to the point

D
-Reworked first area of the final choke to have a mini spire
-Recessed the wall in the main blue holding point near the end of the final choke
-Added really tall blue stair access into final point
-Removed ramp on boxes into side flank so once blue clears out the hallway area in there it doesnt get instantly reflooded with red.
-Removed crazy long sniper sightline from red back area. It is now lower down on the ramp and has less of a view.

Screens of the new stuff:

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This update is mostly focused on C. I didnt like how some of the battles where happening and I hope this update makes C a lot more fun. C has also been having issues with being rolled so if that keeps (consistently) happening I have a few more ideas I can try. I still have ideas for the map around the other control points but I need to test more before I can make decisions.

A
-Smoothed out the main sand dune jus a lil
-Refined the tiny path to the overhang over the point

B
-Gave blu a slight geometry advantage coming out of the large hallway choke

C
-Added side path for flanks
-Beefed up side choke that leads to the point
-Added some sentry spots that are powerful but can be out ranged if you use the side flank

These screens are just of the changes at C

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I fixed most of the main complaints about the previous version and added in a few small new things.

Map general
-Each point gives 6 minutes now rather than 8

A
-Moved the drill 256 units further away from the point
-Shifted around some of the rocks in the long range side

B
-Wided capture area to the edge of the platform
-Added 128 units to the hallway between red forward and B
-Reworked red forward spawn area to be more simple and give blue access to stuff when attacking C

C
-Moved the behind pillar wall up so blue has a little more freedom in the beginning of C
-Added an elevated area for red or blue to hold inside the tiny flank near the point
-Smoothed out back ramp behind point so you dont have to jump anymore

D
-Added two rock pillars in beginning of choke
-Added flank route and cover from snipers
-Added sand displacements

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I am very excited to test this version as Ive made a lot of changes and I hope they are all for the best. I fixed about 90% of the issues pointed out in the last version in addition to the new stuff.

Map general:
-Blue now has 3 total spawns. The drill and two forwards (forward 1 upon capture of B and forward 2 upon capture of C)
-Red has two spawns with a shortcut to from final to C that closes upon capture of C.
-Captimes are a little wonky atm. I just need more testing for these.
-Added tons of signage so if you get lost now then may god have mercy on your soul

A
-Rotated, centered, and moved blue drill closer to first point.
-Drill spawn has two exits now
-Facing A in blue spawn: left leads to the long(er) range and right leads to closer range
-Close range side now requires you to climb up the mini-mountain rather than being able to walk around
-Long range side is now one giant sand dune rather than lots of little ones
-Removed "OP" sentry spot right above first point
-More sentry friendly immediately around point
-Entire "drill bit" part of blue spawn can be played on

B
-Chokes from A reworked so every entrance into B immediately shows where the point is located.
-Widened main choke into B
-Blue now has some more height advantages
-Moved point from standing tower to broken tower
-Reduced size of play space
-Blocked off some paths from middle so lower area isnt such insta death zone

C
-More sentry spots near control point
-Lowered height of main sentry spot
-Jump boxes are now a ramp

D
-Entirely new. I scrapped the entirety of the previous D and started from scratch.
-Final choke leading to D is longer and more focused. I might need to add another flank here but I want to test it in its more simple form first
-Since D is entirely new a few of the design decisions in certain areas are essentially a "crap shoot" until I can get more testing data so go easy on me here.
-Ill let the screenshots do most of the explaining since its all new

Whoo!

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This should be an interesting test because ive made a few weird additions and changes that I hope will be fun. The first point might be a little laggy for lower end users.

Map general:
-Added forth point before final to make this map a 4cp A/D. The distance between B and D is the same as it used to be as B to C.
-Removed red respawn penalties as blue captured B
-Removed teleport function from red forward spawn once blu captures B. New behavior is to just open the door until all red leaves the spawn room and then permenently shuts. These resupply cabinets also disable upon capture of B.

A
-Gave blue a few height advantages right out the door if you take the under drill flank
-Moved a few peices around
-Gave blue drill spawn a window
-Clipped drill spawn exit

B
-Middle-left flank from A to B now has a sentry ledge so blu can hold the lower area while trying to capture B.
-Medkit near the busted building next to the point is now small rather than medium
-Some healthkits added to back of B arena

C
-New capture point!

D
-Removed mini side flank from main curved hallway to D

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A
-Gave blue a little more cover
-Blocked the sniper sightline from blue spawn to inside the A-B choke
-More sentry spots
-Increased size of sentry nest spot above the point + gave it more cover from above
-Blocked far right flank for blue
-Blue now has 6 minutes to cap A

B
-Gave blue two vantage points to see into the capture area more
-Red forward spawns have more room for sentries

C
-Shortened and simplified choke from B to C
-Added more sentry options
-More cover for red
-Larger upstairs room
-Different floor colors for each floor
-One main wall has been made red for easier navigation
-Navigation signs added

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Just after a13's last test Ravage pointed out to me how I didnt funnel players enough from B to C. It was embarassingly obvious now that I look at it. I might have gotten a little carried away with C but I really hope its at least a little fun to begin with.

Changes/additions in a14:
-Both red and blue forward spawns that change upon blue capturing B
-A should be more defendable now
-entirely redesigned C and the final choke leading to C

Things to note about a14:
-The choke from A to B is still a little wonky. I might need to add a wall you can explosive jump over on one side to open it up a little bit (think gorge's first area on the right)
-General timings in the map (capture time, time given upon capture, respawn times) might need to be tweeked.
-There is no clipping on any stairs surrounding C. I apologize for this but clipping curved stairs takes days!

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The dreaded 13!

Osiris is now a 3cp A/D map.

Changes/additions
-added third point in between the previously A and B
-completely reworked C
-added story telling point in the form of blu's respawn room
-all new chokes that should make visual sense with the surrounding geometry and allow for blue to muster up some strength for the final push to C
-more sniper friendly

Things to note
-respawn timings might be off, I have zero testing with them in this new shit
-there might be a need for either a blu or red forward spawn but I am not sure yet.
-blu spawn interior might be a smidge awkward at the moment
-the chokes from B to C might be a little tight

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Changes to A:
-more open
-made left flank flat
-added a few sentry spots

Changes to B:
-opened the right flank choke up a bit
-moved the whole point back 192 units or so
-all paths (except the birds nest) have been widened

A is still a little weird but its very easy to move pieces around in that section with the way I built it. I just want to keep testing and see how it works.

B is nearing to be what I was aiming for sans a few changes I might make depending on playests (like a one way door somewhere or something)

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Bunch of fixes and additions to both A and B.