dom_loser

dom_loser a6

Updated to A6:

-Changed the flat walkway at D into a roof and remade doorways into windows. I think it looks cooler and it seems to play better also!
-Changed the buildings at D to give BLU a bit more of an advantage and make RED's travel time longer. It feels more balanced now.
-Moved the doorways that lead into the team lobby points (B, C) back a bit so that they are more visible. Hopefully players won't walk past them without noticing from now on.
-Because of this, B is slightly larger giving BLU team a bit more defending options, and making it closer in design to C.
-Added a dynamic capture reward system; the lower your timer is, the more time you can get back on successful capture. (Ranging from +10 to +40 seconds).
-Added an end-round sound effect. The last 5 hits on a base play the same sounds found in Robot Destruction. (The pitch may be off).
-Added some sneaky hiding places for spies, mostly under staircases.
-Changed a small health kit to a medium one at D. I felt that health was a bit sparse here.
-Added a 2D skybox so now there are clouds and a sun. Yippee!
-Did some minor texture detailing in areas to further develop the theme I'm going for.
-Added some props for both gameplay and detail purposes.

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Updated to A5a:

-Fixed a small sound bug.
Updated to A5:

-Changed geometry at D to hopefully give BLU a slight advantage the same way RED has one at A
-Rebuilt spawn rooms and spawn area to help funnel players through the 2 main doors.
-Moved the MOST ANNOYING ALARM IN THE ENTIRE WORLD (?!?) into another room so its hopefully only a little annoying.
-Also made the alarm trigger at a lower base health so its only on for the very end of the game.
-Increased the capture time from 6 seconds on each point to 8 seconds.
-Added cubemaps and HDR lighting.
-Added windows to B and C walls to help people see the control point better.
-Added windows to B and C ceilings to help people see the lasers better.
-Did some minor geometry tweaking.
-Added a bit of detailing to certain areas.

I thought about giving more health on capture but I'm not ready to change that yet; I want to see how things play out in this version first.
On this episode of Domination: Loser;
NXRiW2c.png

-Our heroes venture onto a new-and-improved battlefield!
-Exciting new rooms with interesting geometry replace the boring tunnels of old.
-Puxorb has added respawn-wave logic to help balance out the flow of game-play. A tiresome endeavor but one what should pay off!
-The map gains an exciting new feature: Obtain health by capturing a control point after the match has been going for some time!
-Whats more? You gain a bonus amount of health during the endgame to help make a victorious comeback? This should stir up the competition!
-There, in the sky! Beacons, you say? That should make it easier for our heroes to know which objectives to attack!
-The dastardly sight-line duo have been driven back into the depths by our heroes! A stunning victory for game balance!
-Head's up! The HUD now more accurately displays information about the battlefield!
-A new jump-route appears at D! Enticing for our more daring rock-climbing adventurers!



Catch these exciting changes and many more on the TF2maps Channel! EST 12:00AM-12:00AM Weekdays
Updated to A3:

-Reworked the D area (again). It's a much shorter walk and should be a lot more fun to fight on.
-D area is overall smaller with way less dead space
-There is now an easy way for RED players to enter BLU's base at the D area
-Stretched out the connectors between A->D by a tiny amount
-Added more directional signs and moved existing ones to be more visible
-Added some placeholder finale explosion particles and sounds
-Added observer cameras and welcome points

Thanks especially to Idolon for great feedback, and Phi for pointing out bad design choices that I should have noticed right away.
Updated to A2:

-Changed the D tower to something hopefully better
-Enlarged the D area ;)
-Added new buildings to the B and C points (Red and Blue Base) to make them more fun to defend and attack.
-Added an extra room to C (Blue Base) to make it more similar to B (Red Base).
-Changed the names of the control points because there were 2 labeled "Blue Base" when one should have said "Red Base"
-Fixed some minor clipping and func_detail issues
-Changed orientation of stairs outside spawn to make it easier to travel