Eureka mine stage 1

Eureka mine stage 1 b6

I want this here as an updated, more beautiful version available of Stage 1.
Stage 1 is essentially done in terms of gameplay and anything further for aesthetics is dependent on how merging it with stages 2 and 3 will go.
This version aims to both correct a few gameplay flaws with the previous version, and significantly improve the overall aesthetics.
Gameplay changes include:
  • Changed Red third spawn exit route to open up elsewhere, making the wrap-around flank in area B more viable for Blue team.
  • The Red third spawn exit route can no longer be built in, classes can be changed safely in there, it's like an extension of the spawn room.
  • Minor pickup changes.
  • Minor changes to respawn times.
  • Maximum capture time reduced from 9 mins to 7 mins.

Aesthetics:
  • Added nicer displacements, with grass sprites.
  • HDR and LDR lighting.
  • A few cubemaps.
  • Soundscapes.
  • Sprites.
  • Decals/overlays.
  • No 3D skybox (for now)
  • Improvements to the overall beauty.
This version aims to fix the broken HDR lighting that wasn't done properly in b2.
This version also features a bit more clipping.
I think this will be the last beta release for stage 1 until stages 2 and 3 are in their beta phase.
Changes include:
  • Forward spawns for blue team inside the original spawn room after the 1st point is captured.
  • The gap in the bridge over area A has been closed.
  • An additional small healthpack inside the tunnel from floor to the wrap around flank in area B.
  • Additional props.
  • Additional overlays.
  • Minor clipping changes.
  • Light is compiled in HDR.
I am satisfied that the gameplay has been tested thoroughly in the Alpha phase, now aesthetics will be developed.
This version is a basic version of beta phase. It's attributes are:
  • Basic geometry details.
  • A few props.
  • No soundsscapes.
  • Very basic optimisation.
  • Textured environment.
  • Basic lighting.
  • A few overlays and sprites.
I think development of stage 1 will end here until stage 2 and stage 3 reach their beta 1 phase.
Stage 2, coming soon!
Based on feedback received and what was observed during playtests, the following changes have been made:
  • Added props to help manage sightline leading from the blue right flank in area A to the blue starting area.
  • Smoothed out displacements and made them neater.
  • Added doorway to shoot through and drop down from, on top of the right flank after the AB connector.
  • Added respawn room visualiser outside of the third Red spawn exit to make it absolutely clear to blue players that they're not supposed to go in there and prevent them from getting trapped in there.
  • Decreased respawn times for both teams in areas A and B.
  • Reduced medium healthkit in blue upper rooms in area B to small sized.
  • Added opening into the right AB one-way connector through the Red upper defense room in area A.
  • Lighting and signage improvements.
Based on observed gameplay and feedback received, the following major changes have been made:
  • Made the left flank in area A more accessible for blue team and closer to main.
  • Removed the rollback zone.
  • Reduced the brightness of the house in area A.
  • Moved access to the left drop-down room from the Red ramp to instead the AB connector window room.
  • Reduced the size of metal pickups around AB connector.
  • Added signage to the Red spawn third exit to make it clear that it's Red only doors.
  • Added hint brush face to a few locations to (hopefully) improve optimization.
Based on the previous playtest and feedback received, the following changes have been made:
  • Many, many ramps are now less steep.
  • The right flank in area A has been changed a bit.
  • Blue spawn is less bright.
  • A new route has been added in area B.
  • The crawspace in area A now has an exit.
  • Many buildings in area A are closer to the ground.
  • Size and placement of some pickups have changed.
After multiple playtests and reviewing feedback, the following changes have been made:
  • Decreased the size of the left flank in area A and moved it closer to main area.
  • Changed the right flank in area A significantly.
  • Changed the chunky block of geometry dividing area A and B into a room that can be utilised.
  • Adjusted path_track entities to hopefully prevent cart from getting stuck on AB connector ramp.
  • Made fourth blue spawn exit closer to blue spawn points and more noticeable to Red players.
  • Made the gameplay doors no longer cause players to bump up and down as they walk over the floorplate model.
  • The cubby for Red team in area B no longer leads to a dead end.
  • Many ramps have been made less steep.
  • Changed third Red spawn exit to be less accessible to the Blue team.
  • (Hopefully) fixed players getting stuck in the one-way door.
Based on feedback received and what was observed in the previous playtest, the following changes have been made:
  • Fixed the gap between walls and doors in blue spawn.
  • Fixed prop fence clipping into blue spawn.
  • Fixed prop ladder floating above Red shed.
  • Added fourth spawn exit for blue spawn that goes through the right flank house.
  • Made the AB connector ramp less steep.
  • Lowered blue respawn times in area A and increased Red respawn times in area A.
  • Completely changed the blue left flank in area A.
  • Completely changed the right side of area A.
    • These flanks are now bigger and go up into high ground to play around the catwalks.
  • Created a crawlspace underneath the tower in area A to house medium pickups.
  • Added more pickups.
Beta is still probably a while away in development.
Based on what was observed in the gameplay of the last test, the following changes have been made to hopefully resolve problems people were having:
  • Added some high ground and line of sight to catwalk for the Blue team in the right flank in area A.
  • Made the rollback zone longer in the AB connector to be more useful to the Red team.
  • Added a short rollback zone in front of the final capture point.
  • Gave Red team access to the long wrap around flank in area B.
  • Allowed access to the top of the tall curved tower in area A.
  • Increased the size of the small pickup in the Red cubby in area B to medium size.
  • Added a route out of the left side of Red spawn which bypasses the Blue sniper sightline through area B.
  • Removed the wooden bridge across displacements at the start of area A.
  • Adjusted displacements outside of Blue team small spawn exit door.