blockbuster

blockbuster b6

I hoped to get a b3 out, but people were asking for changes so I decided to push out a smaller update to help tide people over

GENERAL:
  • Changed lighting back to daytime, the previous lighting was too dark in some areas

DETAILING:
  • Unders has been reworked to look like a miniature set
  • Spawn has gotten a bit of a facelift with a new sky mural and movie/tv show ads (based on my highlander teammates)
  • Relocated the thank you note to be outside the play area (and updated with some more lovely people)

GAMEPLAY:
  • Raised the middle of the map up to prevent sniping across the point from the low ground
  • Lowered the fences on mid to help sniping in china
  • Replaced the middle fence on mid with a brush to prevent players being visible on the other side
  • Replaced the pillar in unders with two half pillar on either side (this is an extreme change and one I'm willing to undo if people find to be a downgrade so feedback here is appreciated)
  • Adjusted lighting in unders
  • Adjusted clipping on the awnings on both houses to allow players to stand on them
  • Reworked the middle spawn connector to make combat in them less awkward and give flanking players better opportunities to hide
  • Added windows to the upper cliff wall so players can be spotted

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Tweaking and adding textures.
Blocked a horrible sightline from balc to rightside of point
GENERAL:
Reworked lighting, the map is now lit like an early morning with a light mist

VISUAL:
Reworked the insides of the houses on mid
Changed the overhang on mid
Replaced all the dev textures with more muted colours to make players stand out better on both sides

MID:
Added a hole back where dropdown used to be allowing for another angle to attack mid
Reworked the cover at mid to be less flimsy

CLIFF:
Pushed back the dropoff
Lowered the outer walls to make it a little more challenging for soldiers to bomb the point
Lowered the tower to make it a little more challenging for soldiers to bomb the point

HOUSE + WALKWAYS:
Reworked the design under the staircase to make fighting in house more fair
Pushed the wall at the end of balcony in a bit so you can see mid sooner
Added a viewport below the wall on balcony (you cannot shoot through this)

UNDERS:
n/a

SPAWN:
n/a

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FIRST BETA RELEASE

Thanks again to all the playtesters and feedback!
After the games we've played on the map and feedback I have gotten, I think most people agree the map is at a state where big tweaks are no longer needed and I can start to focus on the art direction.

I have decided to rename the map to suit the final theme I hope to go with; movie studio

changes between a5a and b1:

GENERAL:
Started detailing
Fixed some clipping and added a skybox wall above the spawn connectors to prevent spamn into spawn and to help fps

MID:
Removed dropdown
Adjusted the fences to help with sightlines

CLIFF:
n/a

HOUSE + WALKWAYS:
Adjusted doorways so you no longer get stuck in corners
Added a small wooden plank to china to make sniping a little more linear

UNDERS:
Removed the window in the pillar

SPAWN:
Made the ground flat
Doors now open vertically instead of split horizontally
Raised the spawn roof to make demo rollouts easier
Added a small alcove to the left path for sneaky plays
Removed the alcove behind the left side of spawn (the right one still remains)

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Small texture work (added basic textures around the map) and cliff guard rail tweak (again)

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Accidentally made it possible to climb onto the top of cliff guard; fixed in a5a
General:
Fixed all incosistencies between sides by deleting one and mirroring the other correctly
Fixed Red's spawn connectors being missaligned and the poor brushwork
Adjusted lighting
Replaced the sand displacements with dirt ones
Fixed all the wooden patches below the packs on displacements so the sides are no longer pitch black
capy no longer smells

Mid:
Moved the mini-ammo packs to infront of drop down
changed the bridge above to be a solid brush to prevent confusion about accessability
Moved the ramps towards the midpoint more

Cliff:
Readjusted the ramp leading to the top to allow for the walkway to be raised
Completely remade cubby so it is aligned with the grid
Moved the mini-hp kit into cubby and added a mini-ammo pack
Deatiled the guard on lower cliff and the catwalk so you can see through to the points (still acts the same)

House + Walkways:
n/a

Unders:
Brightened further

Spawn:
Added a roof to the left rollout to prevent demos from reaching the other teams side in a single jump

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Mid
Replaced the cutout walls with wider ramp barriers
Narrowed dropdown
Moved the mini-ammo packs to on top of the ramps
Replaced and adjusted the rocks at mid with Fubar's rocks
Removed the ability to build on the rocks
Removed the windows looking into lower

Cliff
Removed the cutout on "japan"
moved the health and ammo to behind the pilar/cubby
replaced the old health and ammo on cliff with a small health pack
Added a thin route above the new packs

House
Added a small ammo pack inside house

Slope
n/a

Unders
-Widened and shortened the unders ramp
-Added more lights to unders

Spawn
Removed the ability to actually get on top of the spawn building (whoops :p )

Big shoutout to:
Bigweld, Gus, Hsuh, Magnet, Von, Sperkle, Lunosity, Sexy Turtle, Capy, Wohxye, Emma, Max, SomePsychoKid, Bakes, JabJab, BananaWillRule and Andyroo for being the first bodies on the map and helping shape it up!

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-Raised middle roof to allow soldier bombs
-Added small ammo pack behind house
-Raised spawn connector walls
-Added a small skewed fence to mid to close off a siteline
-replaced the prop fences with brush ones near cliff
-capy smells

ty capy and jabjab for the feedback
Thanks core for all the help so far!!!

-Deepend unders and added a window to the pillar
-Added a cubby to the tower near secret
-Cut some of the cliff wall off to allow for defenders to kill anyone rushing easier
-Slanted the cliff wall to make pocket less viable
-Removed the small hp packs in pocket
-Extended the distance between the middle connector and house
-Added areaportals
-Added a roof to mid to prevent players from bombing across the point

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