Osiris

Multi Stage Osiris b27

This is a small update but marks a big milestone - the next version of osiris will be beta! I still have the intention of changing the time given on point caps in some way im just not sure how yet.

A
-Nothing

B
-Nothing

C
-Blocked all gaps in prop fences

D
-Final choke elevated platform has a little fence to block sightlines to blu's elevated route into the area
-Blocked a sightline from red spawn into blu right side choke
Fixed C not unlocking after B was captured.
Same as a27 except I fixed a non-walkable displacement at B that was in a rather important location.
Ah yeah Osiris time again! Being really busy with black mesa xen coupled with a complete and utter mappers block trying to redesign B were both contributors to the large time gap since my last test. However, I think my new B changes will really shine so lets test this beotch!

A
-Added some hint brushes for better FPS
-If FPS is still really bad for a few folks its definitely the brushwork drill so sorry about that until its made into a prop.

B
-Completely new design
-The new desgin should be slightly easier to cap for a better "B" difficulty
-Extended the playspace by 128 units length wise
-Lowered control point by 128 units
-Blu's right side flank into B is now one way to non-explosive-jumping classes. This might need an extension further into B but well see.

C
-Pushed the point back 64 units
-Reduced the size of the capture area
-Widened the side ramp room near the point

D
-Nothing

C and D will be my next focus now that B is not a clusterfuck of brushwork. These changes will be mostly small so a beta version is near!

Pics of the new stuff at B

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Hindsight is a hell of a drug. The previous version of osiris had a very strange setup at B but I just had to test it just to make sure. I have a feeling my changes on this version's B will make it play a LOT better.

A
-added little sentry ledge to left side flank into B for a potential blu holding spot that wont get (hopefully) wrecked by any red pyro uber that walks in there.

B
-removed one way door room
-reverted right side tower to a24 geometry
-closed off right side far right flank so now you have to go up the tower to get around - sort of like the mountain at A.
-closing off the far right flank creates a nice additional sentry/holding spot on the ground for red with spots that cover the point.

C
-added intense sentry spot covering the point on the far back left wall behind the control point. Youll see what I mean by intense in the screenshots.

D
-nothing. Im saving any changes here for when A B and C are where I want them.

Screens of new stuff:
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Most of my time working on this map since a24 has been spent reworking B and B to C connector so if people read these posts Id definitely appreciate centering comments and feedback around those two areas for this version.

One thing I consistenly noticed in a few tests was strong polarization in B's gameplay. The first round would have B captured pretty easily and without a battle (like normal for the first round.) However once the second round rolled around it was a little different - instead of playing like a normal B point it would almost always get held by red till the timer ran out. Im not sure if this is still because of a playtest quirk or not but I made B a lot more blu friendly this time around. I hope I didnt give blu too much advantage but we'll have to test and see!

A
-Added fades to every prop I could so A should run better than last version.

B
-Reworked right side (as blu facing B) to be a "close range" area leaving the left side mostly untouched as the "long range" side.
-Added one way door entrance connected through the right side flank into B which sits higher than B. (its damn tall)
-Moved large cover wall from front of fallen obelisk to the back for the long range side. This may sound like a small change but it effects a lot.
-Reworked right side tower to (hopefully) be less flanky
-Added signage and new designs should make B immediately understandable.
-New blu entrance might make B a scout hell but well see

C
-Extended length from B to C by 128 units
-Added two raised platforms for blu to use going into C. One is for snipers and the other is for short range stuff.

D
-Widened the first entrance to the right flank into last so any red spamming into the choke has to be exposed to do so. (not sure if this is a good fix yet)

Screens of new stuff (the last shot is standing on the new blu entrance into B) B is a bit uggo at the moment but ill fix that as I go.

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Same as a23 only this time I compiled it with tool brushes enabled! :p

I also snuck in the 16 minute setmaxtime when C is captured.
I started to texture and minorly detail this version as I feel large scale gameplay changes are finally a thing of the past. There are a few texturing and detail placeholders (namely the medium pillars with a texture scale of 1 :p ) Fleshing the details should also help with player direction in a few areas as well. I also got a really talented friend of mine to make some assets further down the road. The lighting is still shitty temp lighting.

I would like to note there are a few things I still want to fix but am not sure how yet. (I can make a detailed post about this later) Red's first spawn and B's general sloppiness being two main examples.

A
-Reworked left side (as blue facing A) near the point to be a little tighter
-Left side near point now has access to the height immediately above the point via a very thin two-jump jumping "puzzle"
-All rocks converted to displacements from func_details. I hope this fixes a few people getting abysmal fps in the area

B
-Removed some cover red had while standing on the very top house over the point. Blu should now be able to easily snipe any really pesky top house campers
-Added tall fence to front tall flank so red cant camp immediately above the lowest flank into the area

C
-Brightened up side flank to point
-Reworked entire covered sentry area immediately above the point. Its lower, thinner and has more distinct sentry spots.
-Moved main hallway healthpack so both teams have a sort of risk getting to it in the middle of battle.
-Brightened main flank to point

D
-Removed sentry ledge hovering just over the point
-Expanded main right flank to have some pathing options. A lot of gameplay happens in this little hallway so I wanted something a little less insta-deathy.
-Removed red ability to spam out of the hallway flank into the blu holding area flank spot
-Thinned out rock pillar in main flank to make choke jus a lil less intense

EDIT: I could have sworn I put a setmaxtime on C to 16 minutes but apparently it got removed. No big deal though as it only ever gets used if blu completely destroys red on A B and C. Ill get it in for the next version.

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I only tested a21 once but it was all I needed to notice some of the awkwardness in certain areas. This new version should fix a lot of ambushing that was going on at A and B and hopefully make the areas a lot more fun. B now has some more advantages for blue and hopefully a few spots for blu to hold while trying to capture.

A
-Reworked the short range side to have fewer places to ambush
-Reworked the height on short range so red isnt directly over the main path blue can take
-Short range side should be less confusing
-Added fence inbetween the two large rock pillars on the long range side to lower amount of ambushing

B
-Added third pathway at the same height as the point that -should- be blu dominated for some offense assistence
-Reworked the "stair tower" side to have fewer flanks and be a little more blue friendly
-Added fence under the broken obelisk side to reduce weird sightlines

D
-Removed huge blue height advantage coming out of choke because it instantly turned into the worst sniper tower of all time

Screens of new things:
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Fixed a rather large pathing issue in the final choke. Everything else is the same as a20.