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Azumith b1e

Fixed some aggressive prop fade
  • Slightly altered lighting
  • Made a lot of optimization changes, including making some windows opaque. Hopefully they still look okay.
Compiled with both

Don't compile with hdr and ldr kids, just use both lol
Fixed some clipping and some visual inconsistencies.
Had a little extra time to polish things up since worked dropped me from the schedule tomorrow.
Changes:
  • Fixed up the skybox a bit.
  • Obscured the bad seam between world and skybox water.
  • Fixed up some lighting and light props.
  • Fixed up some console error spam related to props trying to use physics models without any.
  • Fixed lighting bugs
  • Fixed fog, fog now works in the skybox as well.
  • Fixed some missing overlays
  • IDK probably some other stuff too
Slapdash 5 day art pass in order to squeak in the time limit for Rule of Thirds Major Contest.

Featuring:
  • 2 hour skybox
  • Lighting errors
  • Seam between world and skybox water
  • Probably a lot of bugs
Hopefully I can work on this some more sometime.

Images:
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Last update before I go into detailing for Rule of Thirds!
Last version played pretty well actually

Issues in last version:
  • Water texture wasn't packed. Oops!
  • Ladder on C was a bit wonky to get up.
  • Red players often walked over to C when spawning at the start of a round instead of A.
  • Red didn't have enough time to set up on B once Blu was capping A.

Changes in this version:
  • Packed water texture this time.
  • Fixed wonky ladder on C.
  • Moved directional arrow outside of Red's forward spawn so it blocks the path to C, hopefully leading players to go to A.
  • Slightly increased the cap time on A.

No screenshots for this version! It's pretty minor.
Issues with previous version:
  • Blu still doesn't have great attack routes for A.
  • B and C are difficult for Red to hold as there's no great spots to set up for them.
  • A is the easiest point to hold as a result.
  • C's exits were far apart for Blu, resulting in Blu possibly becoming unfocused in their pushes. One exit also directly faced one of Red's spawn exits.
Changes in this version:
  • Lengthened the connector between Blu's spawn and A.
  • There is a building in front of A that connects directly to it. This allows Blu to set up easier and blocks vis for hopefully better performance.
  • Added some containers to the right flank route on A as cover for flank classes.
  • Re-added one way door into A for Blu.
  • Blocked some of the windows on A on Blu's side. This should give them more cover and make it harder for Red snipers to pick Blu players through them.
  • Added a flank route that goes underneath Red's high point on A.
  • Slightly shortened the length of the A building. This also affects the high ground cover for Red.
  • Removed the route to Blu's forward spawn that overlooks B. This can prevent some potential camping by Red players but also makes it so Blu doesn't have a large height and visibility advantage over Red on B.
  • Damaged one of the barn walls on B so Red has better visibility of the point.
  • Added a place for engineers to set up on B.
  • Added more ammo kits and increased existing ones near B for Red engineers.
  • Increased the height of the terrain on Red's side of B to give them more of a height advantage.
  • Added a hill to the flank route on B to block visibility. This should help flank classes as well as cut down on sight lines.
  • Reworked B-C connector slightly to focus Blu more. Exits to C are roughly in the same location and there is no longer the one near Red's spawn. As a result the battlements for Red should make much more sense. There is now a second, more visible staircase leading to the high ground inside the B-C connector building where Blu engineers can set up.
  • Flank route for Blu on C now is less visible from the point.
  • Opened up the C point more so Red fight for the point without being directly on top of it.
  • Added a "hayloft" on C so Red engineers can set up and other Red players can gain a height advantage.
  • Added some more ammo kits around C for Red engineers.

Screenshots of changes:
I hit the image upload limit on this post lol
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Issues with previous version:
  • While the one way door on A did prevent Red from rushing in front of Blu's spawn, it also didn't really help Blu push at all.
  • All openings to A could be easily watched by one sniper. There wasn't enough cover for attackers.
  • Blu had difficulty running to C as the B-C connector was a bit too open? They seem to ignore the covered flank route that gives them height advantage and a place to set up.
  • Red's spawn on C was a little too close and they could peek the shutter door freely.

Changes in this version:
  • Made the one way door on A into a door that only opens once A is capped. I may revert this, I really don't know what to do with this door at this point lol
  • Added some signs to guide Blu players on the awning - their height advantage on A. They have tended to ignore it thus far for some reason.
  • Closed one of the entrances to A and replaced it with another entrance in a slightly different location. Added some cover to the A area so that every entrance can't be watched from a single location.
  • Added a little bit of cover on the B-C connector so Blu can hide and run to C a little more safely?
  • Added some more signs on the flank route of the B-C connector so Blu hopefully uses it this time.
  • Removed a cover prop on C to make attacking easier.
  • Moved Red's spawn on C back slightly. Changed the layout so the exit going towards B isn't on top of the route to the C.
  • Decreased cap times overall
  • Removed force respawn for Red once Blu caps B. I forgot I still had that on.
  • Slightly altered respawn times. In general Blu respawns a few seconds faster and Red respawns a few seconds later than before.

Screenshots of changes:
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A turned out to be a huge issue in the last version. Hopefully this update will fix it and I can get info on B and C.

Issues with previous version:
  • I listened to an engineer player in a previous game and increased ammo on the first point. This unfortunately made A one of the strongest holds in the entire map. Whoops! It also brought out some other issues in the map though.
  • Since Red has access to the high ground route that Blu is supposed to use, Red can effectively shut down Blu here and get into spawn camping territory. Not good.
  • People find it frustrating getting stuck in the trenches outside of Blu's spawn.
  • Blu only has one high ground point on A and Red can hold it very well.
  • Blu could still roll. Spawn times were way too high.
Changes in this version:
  • Reverted ammo pack sizes. No more full pack for engies in the best spot in the map.
  • Removed an annoying glass wall on the A capture zone.
  • Blu's high ground route into A now has a one way door so Red can't push into Blu's spawn area for free.
  • Stacked another container in front of the open window so Blu has another high ground location. No longer a one way.
  • Brought up the height of the trenches outside of Blu spawn so you can jump up onto the ledges now. Also, I made a ramp in front of the spawn area to get to the left building on A.
  • Increased the cap times to be more inline with other single stage A/D maps.
    • A - 30 seconds (was 20)
    • B - 30 seconds (was 20)
    • C - 10 seconds (was 15) I might lower this even further
  • Decreased spawn times all across the map to be inline with standard A/D maps. No longer will you have a 32 second spawn time. Really sorry about that!
Screenshots of changes:
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