Bloodshed

Past 72hr Jam Entry Bloodshed A3

Changelog
  • Rotated some props i forgot when mirroring
  • Further detailing
  • Moved car on left further away from the wall to make it possible to walk on the right side
  • Rebuilt eastern mid building and flank
  • Replaced shutters with smaller ones where applicable
  • Func_detail ALL the curbs
  • Bulletblock ALL the curbs
  • More hinting (ugh, i'm bad at this)
  • Redid the lighting while trying to keep the same mood (desaturate light_env, darken ambient)

Things that'll change
  • Completely rework the spawn
  • Finish detailing
  • Optimization
Man, this map takes AGES to compile and upload, and i'm not even in HDR/Cubemap-land yet. Next jam, i'll make a map huge enough that i won't be able to even think about detailing

Screenshots
1.jpg 2.jpg 3.jpg 4.jpg 5.jpg 6.jpg 7.jpg
This is a reupload because of the broken download. Whoop whoop. Version number is actually A2, just wanted to make sure that you rad people can download the new version.
I wanted my first Jam map to look pretty. So i made it pretty.

No real gameplay changes except for the capture zone, which is now quite a bit larger, almost Overwatch-big if you want to say so.

I gave most of the buildings an early artpass. I had no time for most OOB areas, so it's a bit lacking there, and i'm still unhappy with the outside of the spawn bunkers.

I also wasn't really able to implement cubemaps, HDR lighting, and at least one of the buildings still looks like ass, but that is gonna change in the near future... when i got some sleep.

So, A2 is my final version for the jam. I had a great time, learned a whole bunch of things. Almost gave up on day 2, but i'm really happy that i pulled through. Spent at least 30 hours, probably more. I'm not the fastest guy on earth. The ladies like it.

a2_01.jpg a2_02.jpg a2_03.jpg a2_04.jpg a2_05.jpg a2_06.jpg a2_ov.jpg