Chateau

Chateau x14

Chateau update time! A to B should be easier for blu now with the new one way doors and should allow for some better engie nests. C received a redesign that should be easier to defend and understand.

Hopefully the increased visibility in C doesnt hurt performance too much. Once all this new gameplay is sorted ill do a fresh, more detailed, wood plank detail pass on the interior areas.

B
-added two one way doors for blu. one in the right side height flank connecting to main and one downstairs in the dropdown area
-added a lot of water to main pit area floor

C
-removed entire upper interior hallway window route
-removed interior access to attic from main level
-removed red side ramp access to attic
-removed upper floor access from outside
-shortened and lowered outside flank to only access basement
-lowered cart path height of main entrance

Pics
20230725175444_1.jpg
20230725175453_1.jpg
20230725175530_1.jpg
20230725175546_1.jpg
20230725175601_1.jpg
-fixed walkway at b forward spawn being invisible
-reduced time given on cap of A and C by 30 seconds
Okay time to make B easier to cap! Im pretty sure this will be the workshop version I just wanted to test just in case. I have to say this change feels really obvious now that I look at it lol.

I held off on this for a few reasons but mainly because I wasnt sure if it was totally needed and wasnt even sure how to do it yet. Last night I had a bit of a realization that I had actually diagnosed the problem while ago but I didnt notice. Maybe it was having several more tests confirm this that helped heh.

In almost 100% of B holds blu gets the cart 90% of the way but gets stuck on the last 15 feet to the cap. Like the cart seemingly got stopped in the same place every single time.

So I moved he checkpoint down a step on the terrain.

This should drastically increase the rate of B captures and actually hopefully provide red a little more time to setup at C. This change might be felt map wide lol.

The forward spawn given to blu on B cap is extremely generous so I hope moving the checkpoint doesnt make that dynamic weird but thats why we test.

20230502142240_1.jpg
20230502142253_1.jpg
20230502142303_1.jpg
Detailed shacks, added some supports around C and placed new architectural props and world textures
This update should alleviate the remaining direction confusion coming out of red forward spawn

-moved red forward spawns to the other side of the room and rotated them to face B
-added a few trees to the large cliff area of B for more cover
-added large red arrow signs on the tracks to C to divert players to B
Workshop Link!

-tons of new lighting and art stuffs
-reduced red B shack ammo from full to medium
-shifted lower B back flank medium health and ammo to inside the choke
-added small health and medium ammo to blu B left side height nook thing
Quick B gameplay update before the final visual push. Red could too easily flank and overwhelm blu in the beginning pre-pit section of B via the tiny left side tunnel flank. I added a one way door to force red into the pit via main if they want to interact with blu.

The second B pacing issue was the last 15 feet before the checkpoint being too difficult. I drastically widened the final push area via removing the tiny red dropdown path which removes some nasty sentry spots and gives blu more room to maneuver.

20230417034724_1.jpg
20230417034735_1.jpg
Its work in progress artpass Chateau time woo. The lighting is still a first draft with mostly ghost lights but should do the trick while I get the new sculpts and gameplay changes tested.

A
-added some trees and shifted around some of the placement
-replaced prop stairs with displacements

B
-removed the fence on upper area
-added a few extra trees
-removed tiny fence attached to main choke into area
-added a required switch back plank path to get out of dropdown area

C
-no gameplay changes

D
-added a few strong sentry spots
-removed basement dropdown room
-reworked reds right side room

Pics of new stuff

20230413064858_1.jpg
20230413064928_1.jpg
20230413065218_1.jpg
20230413065321_1.jpg
20230413065344_1.jpg
20230413065405_1.jpg
20230413065436_1.jpg
20230413065648_1.jpg
20230413065802_1.jpg
20230413065817_1.jpg
20230413065851_1.jpg
20230413065902_1.jpg
20230413065923_1.jpg
This version should fix all of the red forward spawn routing issues and spice up the C gameplay quite a bit. C should also be a lot easier to understand at a glance. The entire plank section at B has been removed and replaced with a set of upward B esque rolling hills. (Thanks Diva Dan)

Work in progress world textures have also been added with some in progress blending. No sculpting yet as I wanted to keep everything relatively the same to test the new B and C changes.

A
-fixed spawn door splashin water all over the damn place
-removed lip on lower route in A to B flank so red doesnt have any cover

B
-plank area replaced with set of rolling hills
-reworked red forward spawn to have two exits and provide better direction

C
-redesigned and simplified outside
-removed outdoor side flank to basement
-added a red side ramp to attic
-removed black one way windows and one way door on flank
-added floor window in attic
-flattened red sentry spot area next to main
-added small plank path up to winder just under C sign

D
-chandelier is now a spytech super computer

Pics

20230306185134_1.jpg
20230306185157_1.jpg
20230306185205_1.jpg
20230306185217_1.jpg
20230306185245_1.jpg
20230306185253_1.jpg
20230306185316_1.jpg
20230306185607_1.jpg
All terrain and hoodoos are now displacements.

-lowered some terrain outside red first spawn to make dropdown to A more noticeable
-hid the balcony route in blu spawn to avoid people thinking its an exit
-A to B choke blu flank is a large tunnel wide ramp rather than small switchback