blockbuster

blockbuster b6

Followed through with all the things I said I would push by this version, also consulted a few people with different levels of vision impairment to help tweak the map

  • raised the mid point up by roughly 50 h/u to prevent direct line of site from extremely far back
  • replaced all the greenscreen textures with a less saturated one
  • added some props in front of the green screens behind cliff to make players stand out more
  • adjusted the middle ledge geometry so it no longer juts out in front of cliff
  • centered the alcoves on mid
  • added a barrel below cliff on mid to allow acces from mid
  • brightened the patio leading to unders
  • extended the house behind cliff out to block the void
I might try messing with lighting in the next release, I've had some complaints with the map "flashbanging" people. I also want to try and get the 3d skybox done.

Also, if any modelers or texture artists are interested in giving me a hand, shoot me a DM :)

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NO MORE DEV TEXTURES
still some floating nodraws here and there, but they'll be all gone by b6 which I aim to have released by next friday

  • removed all dev textures
  • removed the mesh fence near under's entrace
  • tweaked the cover and batts around the left side of house to make the area feel more 3D and provide more decloak spots for spy
  • reworked the cover where the truck used to be
  • reworked the cover outside the spawn
  • clipped off the lamp in pocket
After receiving feedback from Techie, Bird and a few other notable players I'll be aiming to raise the area between house and the midpoint as well as bring cliff in closer to make both areas feel a lot less flat and less useless respectively

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Small update, just wanted to fix a few things I had missed in b5

  • aligned the skybox correctly
  • further decorated the skybox
  • clipped the railing in unders
  • extended the building outside of the left spawn exit to help with performace
  • added area portals to the left and middle connectors
Next update will finish the skybox and add anything suggested to me from playtests over the weekend
  • Added a 3d skybox. Its not complete but I wanted to push one out so the map looked less poo
  • Deatiled the ramps leading into unders
  • Detailed the walls around spawn
I am aware the skybox is slightly unaligned, I'll fix this in the next version, I just wanted to push this out as I have spent the last 2 days headscratching this :)

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GENERAL
  • Few clipping fixes
  • Z fighting fixes
  • Fixed some overlays not showing on some brushes

PROBLEMS IM AWARE OF
  • the murals at spawn are broken
  • i packed my hud into the map

GAMEPLAY
  • Converted the walls at mid to brushes to be more consistent and make players more aware of where they can and cannot climb
  • Changed the walls around the dumpster to prevent players from hiding so easily
  • Replaced the rocket/watertower walls with a dumptruck to prevent the same sightlines but make movement more fun
  • Decreased the depth of the cutouts in mid so a player can no longer fully hide in them
DETAILING
  • Detailed the corner near the dumpster
  • Added railing above the houses to demonstrate that you cannot reach those areas

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GENERAL
  • Fixed clipping
  • Started detailing spawns
  • Adjusted a lot of pre-existing details to accommodate for new details
DETAILING
  • Spawn and spawn connectors have been completely redone
  • Blue and Red's themes have been redone with Blue now being the moon and Red being a western
GAMEPLAY
  • Reworked the overhang on the left rollout to make demo rollouts a little easier
  • Adjusted a lot of fences around spawn
  • Raised right connector
  • Added a small wall on the right battlements to prevent spam into spawn and make the sniper spot less strong
  • Pushed the mid fence forward and adjusted the pocket side to prevent a nasty cross-point sniper angle
  • Removed the clipping above the right battlements broken tower

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General
  • Wow, lots of feedback since b4!
  • Thanks again to raze, omni, core and everyone in au hl mercs discord for helping shape the map!
Detailing
  • Fixed a few incosistencies
GAMEPLAY
  • edited the main route from spawn to remove a cheeky sightline
  • added a shelf in house for spies to hide on (im aware its incosistent on either side, I kinda got everything pushed before I realised; this will be fixed in b4c)
  • removed most of the walls on cliff and added a pole + barrels to make it so you cannot hide in the very corner
  • Lowered the first wall on cliff to allow for better movement with all classes (spy specifically) (this may cause bad sniper sightlines but I wanted to try it out before ruling it out completely)
  • Created an alcove on either side of the point and moved the ammo pack into them. The alcoves also have grates that let players see into unders with a hindered view
GENERAL
  • adjusted some clipping and block bullets
GAMEPLAY
  • added more cover leading to mid
  • flipped the wall near the pack under catwalk
  • added a rock leading to point to add cover
  • raised the wooden walls at mid
  • made the house windows flush
GENERAL
  • We're back in action; decided to finally push b4 out the gates
DETAILING
  • Added a few new posters
GAMEPLAY
  • Completely reworked the catwalk making it now run through the house instead of around it
  • Reworked the inside of house to accompany the new catwalk
  • Removed dropdown that led to unders
  • Made the cliffs at mid flat instead of slanted
  • Made it easier to navigate your way onto the mid cliffs
GENERAL
  • Started nodraw-ing the outside of the map and working on general optimisation
  • fixed some clipping at spawn
DETAILING
  • Magnetised and Stunk the map up
  • Gave Doc a home
GAMEPLAY
  • Sloped the cutaway on mid so jumping across the highground as soldier is easier
  • Added a new dropdown into unders on the rightside (this is an extreme change and one I'm willing to undo if people find to be a downgrade so feedback here is appreciated).
  • Connected Balcony/China to cliff via the cubby to warrant using cliff more
  • Removed the small health pack in cubby
  • Shrunk the spawn courtyard to speedup rollout times
  • Mirrored the windows on the front of either house so jumping should be equal
My goal is to be doing final gameplay tests between b3 and b6. Hopefully after that I can focus more on detailing and finally get rid of all dev textures

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