Crestfall Stage 1

Multi Stage Crestfall Stage 1 A5

  • rearranged spawns inside of red's last spawn to be more normal/centered
  • added respawnroomvisualizers to blu forward spawn that were missing since a1 (oops)
  • unsloped the weird slope thing at the first area high ground and raised the height of the doorframe to prevent headbonks
  • restructured parts of the new B -- now there's a bridge thing as a centerpiece with a lower area with staircases -- also opened up path from right side red spawn to B cap and turned other side of red spawn to a dropdown exit
  • added a staircase to near the main defender entrance to A that links up to the high ground with full ammo
  • moved full ammo at A to a more visible spot
  • resized attacker quick-flank at A to take up less space and give defenders more room on their ground over there (this also opens up a bigger sightline than i am typically comfortable with so we'll see what happens)
  • smallified fence prop on the high ground right outside the cave's exit
  • implemented new logic because the logic i originally used did not work with rollback zones for some reason i could not figure out -- hopefully nothing is broken :)
  • fixed red's last spawns not being disabled for A (though I don't think anyone actually ever spawned there during the test)
  • rearranged spawns in red's forward to aim half at the 45 degree door and half at the straight door

Likely one of the last major layout updates before the contest deadline due to time constraints. Map will be passed to my partner for a detail pass soon.

Screenshots:
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  • new B and routing into B
  • restructured part of area outside B
  • adjusted hp/ammo in spots

Screenshots:
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  • adjusted hp/ammo around A
  • rebuilt majority of A flank to be more appealing to defenders and give high ground to attackers
  • widened and opened up area between A and B
  • extended platform out from window door thing overlooking A (crate jump removed to make room)
  • adjusted cart path going to A to centralize it more and give more room around it
  • clipped ledge on cliff side near B
  • adjusted ledge in first area so you can't slam your head against the wall when falling off of it
  • raised roof of the sightline blocker building near A and clipped it off
  • rebuilt ramp leading to attacker high ground at B
  • adjusted sightline blockers in this area to account for the new ramp construction
  • moved the doorway the ramp leads to forward a bit to embiggen the room
  • increased time added on A cap 5 min -> 5:30
  • added slight curves to cart path shortly after A to make the push take slightly longer
  • patched a tiny hole in the one-way near A
  • moved point A slightly further down track

Screenshots:
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  • Brightened dark area outside near BLU's A flank
  • Changed time added on cap A to 5 min
  • Changed BLU's respawn wave time 4s -> 3s at A
  • Restructured BLU flank into A area to make it harder for RED to use BLU routes
  • Restructured RED right side route into A and tried to emphasize it/make it more favorable
  • Dead red players are now force respawned when A is capped
  • Removed extraneous OOB room filled with light prefabs I was using lol
  • Removed areaportals for sake of making iterating a lot faster (map is pretty small and in alpha should run fine without them anyway)
  • Map is now repacked (forgot to last time, oops)

A2 Screenshots:
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