Version A7
The two biggest problems facing previous versions of this map were:
- The containers do not cut visleaves,
- and the containers need staticproplighting, which takes forever during the compile because there are so many of them.
These were both big problems, and both contributed towards lag. I came up with an interesting idea to solve both of these problems; I took screenshots of the containers, made custom textures for all four sides, and replaced the containers with brushes.
This way, not only do the containers cut visleaves, they also require far less memory to light. The results look better too. Since the container props are quite low-poly, the brushes effectively have a better lightmap scale, because staticproplighting only considers each vertex and not the space between.
Other changes were made too:
- The ramp leading from the lower deck to the point was removed, and a staircase to the engine room was added in its place. This should help to consolidate the routes around the control point, making the map less confusing for new players.
- A stack of containers near the upper spawn exit has been lowered, and a plank was added to help players get up there.
- Some suspended planks have been added above the control point. There is a medium health pack up there. I added this because all of the health packs were in enclosed spaces, which made life difficult for rocket jumping soldiers and demomen.
- The size of the health and ammo packs near the top spawn were reduced.
- Added some more cover near the point. I hope this will help engineers hide buildings, and help players avoid snipers.
One final note; I experimented with CompilePal while trying to pack the container textures in the bsp file. In the process, I ended up with incredibly cool HDR lighting. While this will be inconsistent with future alpha versions, I thought it would be a shame to waste the time spend compiling it, and decided to keep it. I hope you enjoy the fancy lighting.