• added resup cabinets to blu spawn
  • moved blu spawns forward to be the same distance away as red's
  • fixed a really strange instance-caused displacement gap only on blu side (by moving the displacements out of the instance)
screenshots are pretty much identical to a4
  • removed hp+ammo from right outside spawn
  • made high ground ammo packs medium
  • restructured spawn to put the upper entrance farther away from the track and have multiple exits from the room it opens into
  • slightly widened spawn courtyard area
  • moved rock outside of spawn back a bit to make more space around it
  • moved spawns forward a bit
  • harnessed the power of instances to drive me slightly less crazy when making this type of sym map (spawns + outside areas are now entirely instanced)
  • removed some cover from the high ground inside the pyramid

Screenshots:
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thanks to everyone who has played the map. i'm quite happy with how a2 was received, and think it was a huge improvement over a1. some feedback mentioned thinking the map was ready to artpass, but i want to get more testing/changes done before i commit to that.


Changelog:

  • Moved cart path away from walls by 32 units so hopefully people can no longer get stuck and teleport outside the pyramid (I wasn't able to get it to happen in my own testing, at least)
  • Added high ground spawn exit resupply cabinet + removed cabinet immediately to the left upon spawning
  • Changed medium ammo kits on high ground inside pyramid to small
  • Changed medium health kits near spawns to small to reduce probability of people jumping to spawn and immediately getting back to almost full HP
  • Removed unnecessary skybox brush intersecting pyramid
  • Smoothened collisions on fallen pillar in sand pile inside pyramid
  • Raised low clip brushes near spawn before they could be abused
  • Raised water level on cliff routes' death pits
  • Added waterfalls to the cliff routes
  • Finagled respawnroomvisualizers/spawn doors to always show the visualizer
  • Added a yellow arrow underneath the "carts speed up" sign

Screenshots:

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A2: first update after the jam, general concensus on a1 was that map was huge but not horrible

  • map has been remade from the ground up with a different layout that is hopefully scaled better and is more interesting
  • only real things carried over are pyramid in middle (which is now a REAL pyramid, geometrically), the theming, and the spirit
  • cart path now only takes approx. 1:30 point-to-point at 1x speed, which should make the gamemode actually work since it doesn't take 100 years to cap

screenshots (sorry for net_graph):
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