Antiquity

Antiquity B18

B17 -> B18 Changelog

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=960317656

Changes: http://antiquity.necrotalesgames.com/changes-antiquity-b17-to-b18.php

GAMEPLAY
  • Removed a wall near upper ruins entrance to last point
  • Removed platforms at Mid that had small healthkits
  • Widened upper and lower corner entrances to Mid
  • Added small wood pile on 2nd
  • Added wooden stairs to raised platform at 2nd -> Mid area
  • Made raised entrance from 2nd -> Mid into a split one
  • Large entrance to 2nd from Mid moved to Garden side, area inside made more roomy
  • Added obstacle to cut down a sniper sightline under the point


AESTHETICS
  • Fixed some visual bugs with brushwork in various spots
  • Removed floating lights from one of RED's lobby entrances
  • Fixed a displacement problem near MID & near garden
  • Added fence to out of bounds area between mid & garden to clarify where it begins
  • Fixed some floating pallets in lobby areas
  • Added some particle effects to deadfall areas (flagged as weather)


OPTIMIZATION
  • Removed errant appearance settings that was on some torch lights
  • General hint brush pass across all areas of the map
  • Adjusted areaportal positioning
  • Updated LODs on roof models
second_point_adjustments_new.jpgmid_platforms_new.jpg


Unless a serious bug or framerate problem is reported, the next update will likely be minor beauty updates (I want hydra statues on the long stair well and some particle effects on the faces under mid & 2nd) and whatever changes comp folks give me.
B16 -> B17 Changelog

GAMEPLAY

  • * Fixed some clipping issues around trees on mid
  • * Fixed a clipping issue on fence at exit at last spawns
  • * Fixed a problem with torch lights going out after capping 2nd by BLU (logic fail)

AESTHETICS
  • * Removed extra lights over lobby walkways
  • * Fixed some texture misalignments
  • * Fixed a couple of floating bushes
  • * Lightmap optimization adjustments in various spots
  • * Added more structure to entrance from garden to 2nd to indicate players can not jump over
  • * Adjusted some signs in lobby to last

Mostly bug fixes. Only one visually representable change:

cp_antiquity_b17_01.jpg


Added the b16-to-b17 page just for the sake of being a completionist.
cp_antiquity_b16_04.jpg


This could probably be subtitled the "b4nny suggested this" update since I pretty much did almost everything he mentioned when he walked the map on stream. Updated in the workshop, too.

B15 -> B16 Changelog

GAMEPLAY

* Additional clipping at mid, around stairs to prevent bumping into model detailing
* Better clipping in various other areas, blocked off a troublesome area under stairs near last
* Rock prop added to garden for additional coverage
* Made a portion of the scaffolding at last playable area
* Opened up a small route from the small area behind 2nd point (behind the stairs)
* Left side spawn door on last spawnroom changed so it doesn't directly drop onto last control point
* Changed large health kit under mid into a small
* Opened up the electric/plastic room at the top of lobby (area between 2nd and last)
* Parallel routes heading into last consolidated into single route (and widened)
* Wall between lobby at last and deadfall/IT has been opened up
* Added nobuild area to top of stone shack at 2nd point
* Additional route added from garden to 2nd point to help mitigate defender's strong height advantage
* Moved health & ammo out of the stone shack at 2nd into the low ground, added an extra ammo pack inside shack
* Changed the position of the double stairs inside large buildings at mid
* Added dropdown inside large buildings at mid
* Extended platform facing 2nd point
* Compacted size of mid by 128 hammer units per side (or 256 total)
* Added secondary entrance at doorway at mid (below forward spawns)
* Adjusted position of health & ammo at mid

AESTHETICS
* Readded Void "RED Industrial" signs after finding the download again, yay!
* Fixed various minor texture alignment issues
* Fixed various minor prop placement issues
* Fixed continuity error in final forward spawn
* Added menu photos
* Updated soundscapes (soundscapes still do not work from workshop maps however)
* Converted several brushwork details into props (broken walls, wooden stairs, etc)
* Fixed some lighting origin issues
* Added missing control point signs to 2nd point
* Additional skybox detailing
* Added colour correction for more vibrance (though cc doesn't always work in TF2)
* Added spectator cameras

ITERATION TIME:
Map 23:30 hours
Assets: 13:00 hours

I'll be updating my website later today with those nifty comparison slider thingers.

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WORKSHOP SUBMISSION LINK

Completely revised and updated with new assets, a new look, easier routes, less crap to bump into, the works.

If you're familiar with the old layout, you will be familiar with the new as well, with some notable exceptions and changes:

* Additional connections to make team rotations easier,
* Changed the cover on last and removed half of the large obstructing structure (lot of complaints about sentry spots here)
* Mid and 2nd are both raised control points now, to address various game dynamic issues
* Additional and easier access to the top of the temple at mid
* All spawns and forward spawns now have two exits
* That annoying ditch and tunnel at second has been removed entirely
* The garden area leads more directly to and from the 2nd point
* Completely revamped artstyle! Now the place actually looks more like Ankor Wat!
* ...and a bunch of other things too numerous to mention

Get the complete asset pack here:

https://tf2maps.net/downloads/antiquity-cambodian-assets.3980/

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