changelog:
  • quieted the secret object in blu spawn's water
  • blocked slightly extreme sightline from the attacker left-side flank after A on stage 2 to the main door going into the B area
  • fixed a stuck spot on some crates in the cave on stage 1
  • redid rocks in stage 2 A area to prevent sniper from jumping up and having a sightline directly to spawn from the rocks while most of his body was covered
  • removed a few overkill signs
  • blockbulleted (probably) all glass windows for better interactions and fewer perch spots
  • improved displacement blending in a lot of places
  • rotated a lot of pickup patches to face their intended directions
  • did some displacement-izing and detail work on some cliffs on stage 2 (more to come in beta)
  • retextured a lot of stair faces to be less noisy (much of this may change again for beta)

screenshots:
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back at it again. thanks to all who have playtested and left feedback! this might end up being the last version before beta. might not though; we'll see.

notable balance changes:
  • changed red's respawn wave time on stage 2 B point from 6s -> 7s
  • blocked off formerly open window at stage 2 B point left-side attacker flank
  • added a staircase to connect BLU's flanks at stage 1 A
  • stopped force-respawning red on capture of stage 1 A to hopefully encourage them to set up farther back instead of right at the cave exit (if it doesn't then oh well)

other changes:
  • fixed visible nodraw on stairs on S1 A -> B flank as well as a few other instances no one had noticed yet
  • deleted extraneous blockbullet underneath balcony at stage 1 A
  • fixed water shading weirdness in blu's first spawn (merged water brushes)
  • fixed stuck spot in blu spawn
  • tripled the amount of klaxon ambient_generics that play when the door opens on stage 2
  • marked all physics props in spawns as debris to stop player collision and changed them all to prop_physics_multiplayer
  • unsolidifed (hopefully) every light prop that was left solid (i probably still missed some)
  • fixed tiny displacement gap at entrance to attacker right-side flank for stage 1 B
  • brightened up dark area outside of A
  • added some areaportals since i had noticed my frames dipping in certain areas during intense fights
  • added some brushes to better seal off the cave section on stage 1 from the rest of the map
  • fixed a few instances of slightly misaligned/off grid brushes caused by time constraints (these also were creating their own issues)
  • added some rocks near blu spawn to patch the little hole between the big cliff rocks and the spawn building
  • replaced red forward spawn door on stage 1 with animated door to stop it peeking through the roof
  • added something to the water in blu spawn

screenshots:
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THE CONTEST HAS CONCLUDED! Crestfall placed 2nd overall in Gameplay and 4th overall in Visuals, which is great (even though no signed posters...) and we are proud of the map we've made so far. Congratulations to the winners and thanks to 14bit and all the judges, as well as the public voters and playtesters!

A7B is a quick version meant to address several minor (and one kinda major) issues around the map. I fully intend on continuing to develop this map after this point, but I will need to take a break from it for a while first. Ideally I would like to see this map get to an rc-state and make a workshop upload since it seems a lot of people do like it (but that's a ways off from now, and some work still needs to be done on the layout before I feel comfortable even pushing it to beta).

A7B Changelog:
  • fixed players being able to trigger the final explosion
  • smoothened clipping inside caves
  • made all wooden lamp props nonsolid
  • adjusted displacements outside BLU spawn on stage 1 to eliminate gap
  • adjusted displacements inside cave to overlap upper platform slightly to get rid of nodraw gap
  • fixed few instances of visible nodraw
  • solidified some props that were nonsolid
  • fixed some shading issues on the water in blu's first spawn
  • fixed resupply signs being enabled at incorrect times
  • fixed spec cams on other stages being accessible

A7B screenshots are pretty much the same as A7/A7A. However, I did forget to take a level overview screenshot for those versions, so here's that:
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As an added bonus and to commemorate the end of the contest, here's some random dev sketches I have saved from various points during Crestfall's development, as well as the original A1 VMFs for both stage 1 and stage 2.
Link to VMFs (hosted on my Proton Drive -- feel free to message me if it's not working and you want the files): https://drive.proton.me/urls/6FRSMZVRZG#uKGs5RnjiJD1
* You are free to look around the VMFs and edit them as you see fit, but please ask permission first if you intend on redistributing them or releasing their edited/compiled versions.

Dev Sketches:

The original concept sketch after discussing with blucheese:
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Attempted redesign sketch of last after A1 (unused):
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More last sketches:
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Sketch trying to replace old one-way door flank at last (unused):
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Sticky note sketch of original stage 2 idea (unused, eventually morphed into what stage 2 is now):
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forgot to enable playerclip before compiling A7 lol

Changelog:
* there is now playerclip

Screenshots:
literally the same as A7