Shipyard

CTF Shipyard b3c

TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Alpha 5 Update

Things Added/Changed:

-New route to intel room
-Spawndoors aren't immediately connected to intel rooms
-Doorway added near the forward spawn doors to let people get to mid faster
-Minor artpass
-Respawns adjusted so when the intel is picked up/dropped, the team that held it has a halved respawn wave time until capture or reset.
-Nobuild placed on the intels' positions
-Arrows placed
-And more

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TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Alpha 8 C Update

-Added clips
-Removed the pit in the room adjacent to the balcony hallway
-Pushed spawn points backwards in hopes it will help players notice the 3rd exit
-Changed the medium health kits in mid to small health kits
-Fixed a crate that was missing on one team's base
-Removed the walls from spawn's intel exit

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TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Alpha 9 Update

-Changed up the layout of spawns, adding a new exit
-Added some stuff in mid
-Intel yard changes
-Added a new sign pointing to the intel yard

Probably going to re-do the blockout for an artpass later down the line, just need to polish up the core gameplay experience. Geometry is likely not going to be representative of how I want the map to turn out.

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TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Alpha 10 Update

This might possibly be the last big alpha version before I start putting the map into beta. So it's mostly polishing up some areas and making it seem more logical for an artpass.

-Overhauled geometry, especially on the roofs.
-The u-turn hallway and sewer room's floors have been raised to flatten the overall structure.
-The spawn-side streets of the bases have restructured
-A little bit more detailing on some areas
-Removed some out of bounds elements (wasn't satisfied with the ships...

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Demoman please

L1: Registered
Apr 5, 2023
13
8
The door near the BLU spawn doesn't seem to work. But it makes sound!
And the same door near the RED spawn works.

A door near BLU spawn
 

TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Beta 1 Update: Steps Toward Artpass

The map has finally reached a state of gameplay that I believe would be satisfactory for a beta release. As such I'm putting this map into beta. Yes, you heard me: BETA. Although there are definitely some issues to be ironed out that I haven't discovered yet, it's looking that this layout is going to last for the rest of this map's development. So now is a good time to start working on the art of Shipyard.

Now I'm still not fully sure on how I want to handle the aesthetics of...

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NinjaB75

L1: Registered
Apr 25, 2023
48
35
nice to see this map reach beta since it's definitely ready to start being artpassed. Keep up the good work!
 

TurquoiseLeaf

L1: Registered
Aug 21, 2021
26
11
TurquoiseLeaf updated Shipyard with a new update entry:

Beta 2 Update: Wood and Light Beams

This beta introduces the mythical, legendary and (non-existent?) wooden beams. Beams have been added to several rooms in both bases, giving a more lively look to them. Additionally, the sewer room has seen an overhaul in looks. This should make the different rooms identifiable easily. Also the intelligence has been lifted with a platform. Hopefully this can nail down a "fake" look to the ground underneath the intelligence yard.

Additionally, the map has received a lighting overhaul...

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