dryfield

dryfield rc2

Finally releasing Dryfield on the workshop as well: https://steamcommunity.com/sharedfiles/filedetails/?id=3462326252&tscn=1744460947

- Gameplay adjustements:

-- Removed the vent flank.

Feedbacks pointed that there was too many opportunities to flank. Removing this one make the flank more focused aroung the comtrol point area.

-- Reduced a bit the number of pickups (mostly small healthkits).

There is too many pack of pickups around the map. While I didn;t touched what I think are the more important, I reduced the ammount of small healthkits (leaving ammo in place) since it was too easy for a scout to just run for gas around the map.

-- Adjusted some props to facilitate navigation (according Rrc1 feedbacks)

There was too many not super usefull wooden railings that were a bit troublesome to bypass.

-- Adjusted respawn time. Made the cap team longer (from 8 to 10) and the attacking team shorter (from 4 to 3)

I'm a bit afraid that it is very difficult for the attacking team to take back the point without heavy coordination since the defending has the high ground and lot of cover. Adjusting the spawn time makes every kills for the attackers more significant and would let them have better chance of taking back the point.

-- Added glass window in the bridge corridor so attackers could have a glimpse of who is waiting for them.

It was too easy for demo and others to keep this doorframe so making a small view to have information is a plus for the attackers.

  • Some visual updates
  • Finished the sounscapes
  • Asjusted 2D and 3D skybox
  • Fixed respawn room visualizer flickering
  • Some clipping
  • Some prop combine (gutters mostly)
  • Reduced bloom a little

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This project is finally getting to an end. Not I've updated the map with the last pieces of art missing (spawn and big interiors) and some visual update.

What's left to do:
  • Soundscape polish
  • Lats clipping pass
  • Last opti pass (mostly combine and fade distance)
  • 2D skybox final pass
  • Final lighting pass
  • Adding some extra custom content (sign, detail props...)

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Here a version I should have release waaaay sooner before detailling all new areas I made. But I was lazy.

  • New lighting and mood work in progress with first iteration of custom skybox.
  • New 3D skybox work in progress as well with a set of new rocks.
  • Updated Soundscape
  • Big pass of detailling. There is still both spwan room and some interiors to do.
  • Layout and gameplay changes :
-- Reworked the low mid section stairs to go directly on the point.
-- Removed the big bridge and pillar and made small shacks around the point instead + a plateform to be able to walk on it.
-- Added vent on lower level to be able to sneak around the point.
-- Updated the ground before point to have an extra step. It makes the players on the point more visible.
-- Added several planks and ladder for navigation.
-- Reworked span position and exit. The 3 of them now has different purpose.
-- Tweaked pickups overall, with the addition of a big healthkit in the secret middle passage (test)

What need to be done:
  • Spawn and big interiors visual.
  • Better clipping pass
  • Optimisation (props combine, fade, final hint pass...) Expect some low FPS in mid I guess?

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Moving dryfield to beta phase with a first big artpass in the main battleground area.
  • Adjusted pickups placement according to feedbacks
  • Aded a new ramp around the point.
  • Soundscape are broken
  • map still need a decent optimization and clipping pass.

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Processed most of the feedbacks received during last playtest :

  • Reworked pickup all over the map.
  • Reduced capture time.
  • Reworked flank route to be less strong and to keep the fight point focused.
  • Made balconies on the point easier to acces.
  • Adjusted spawn room and orientation.
  • Added ground textures.
  • And some minor adjustments...

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  • Made a update to previous layout (a bit more detail, some tweaks in path to spawn, added underground to the point...)
  • Set up skybox boundaries and 3D skybox.
  • Updated pickups (a bit more) and put patches decals.

To fix : koth announcer still not working. will fix that for a3

To test : Still not sure about the small size of the map and quick route to point from spawn.