Forsaken Downpour

Forsaken Downpour b1b

  • Fixed area portal issue
  • Clipping fixes
  • Added a few sight line blockers at C
  • At A, increased Red's respawn wave time from 7 to 7.5
  • At B, reduced Red's respawn wave time from 7 to 6.5
  • Significantly reduced the speed of the gate opening at B
  • Moved back Blu's second spawn slightly
  • Adjusted the position of picks up at the A point water lowground area
  • Added a new resupply locker in Blu's first spawn that is closer to the front lines
  • Added more signs at C to help Red see where the point is when spawning
  • Adjusted lighting at A; it's brighter and slightly whiter now
  • Fixed C spectator cameras not enabling when B is capped. Fixed welcome point not working correctly
  • Improved optimization
  • Other minor changes
  • Detailed the A point area
  • Reverted layout changes to A; after a lot of testing, I ended up prefering how the point played with a more open style. May experiment again with them in the future though. Kept the new door way on the highground opposite to the point
  • Changes to pickups at A; Moved the medium health and ammo that was at highground opposite to the point to the area behind its all, making it more accesible to Blu rather than Red, also turned the medium ammo pack into a large one. Removed the solo large ammo pack. Adjusted the position of the pickups at the water lowground area
  • At A, reduced Blu respawn wave time from 2.5 to 2
  • At C, Increased Blu respawn wave time from 2.5 to 3 (Same as B)
  • Made the stair case before A a bit longer; slightly increasing travel time to B, mainly just did it to seperate the area further from the caves
  • Added full railing to the point at B
  • Fixed explosions going through the chicken wire texture
  • Added spectator cameras

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- At A, fixed gap and lighting on the area opposite to the point
- Couple of changes to A;
Extended one of the covers at A a bit to hide the drop down flank route
Added a see-through wall on the highground opposite to the point, separating it from Red's side
Added a doorway on the high ground opposite to the point, connecting it to the route on the left side of the point
Turned the small health kit in the water into a medium and the medium ammo next to it to a large, turned the large ammo pack that is on the platform above those two pickups into a medium

  • Adjusted Blu's forward spawn at C, harder to take fall damage when leaving
  • Other minor changes
  • Adjusted Blu's first spawn; the spawn room trigger has been extended to engulf the whole area, and Red can no longer enter. The dustbowl spawn style just doesn't appear often in maps and ends up confusing people when it does. The funny lights align with the sun again
  • Added a new small route next to each exit at Red's C spawn; gives additional options to avoid some areas
  • At C, added a stair case that connects to Blu's lower spawn exit. Additionally, removed an unnecessary wall in front of that exit
  • Adjusted the shape of the barriers on the B platform and made them slightly taller; makes it easier to escape the point when it's midway capped
  • Clipping fixes
  • Ditched the 180 stair case, it was too disruptive for flow. That area is now just a straight staircase that leads to the caves
  • Moved Red's spawn right exit at C a bit further up vertically
  • At A, increased Blu respawn wave time from 2 to 2.5
  • At B, reduced Red respawn wave time from 8 to 7 (Same as A), increased Blu respawn wave time from 2 to 3
  • At C, reduced Red respawn wave time from 6.5 to 6, increased Blu respawn wave time from 2 to 2.5
  • Slight reduced scale of the room in font of Blu's spawn at C
  • Moved Blu's full health and ammo pack at C a bit further away from the frontline
  • Added some pipe props at B to make a little jump possible
  • Made Blu's first spawn a bit brighter
  • Other minor changes

Future plans:
- The god rays at Blu's spawn and the opening at last don't line up with the sun anymore, due to the deletion of the 180 stair case. Will do something to make them line up again
  • Moved Red's spawn at C a bit further back with some layout changes. In return, reduced their respawn wave time from 7 to 6.5. This makes it harder for Blu to watch Red's spawn when capping the point
  • Scaled down the room in front of Blu's second forward spawn
  • At C, near Blu's spawn, moved the the full health an ammo pick ups to be a bit closer to the front line
  • After B is capped, Red's func_respawnroom is disabled, resupply is disabled, shutters will stay open and Blu may enter
  • Added missing death pit trigger_hurts at C
  • Clipping fixes
  • Fixed railings having no clipping
  • Fixed the new route at A having no light in it
  • Reworked C, the point felt the most disappointing out of the 3. I wish for it to be more grand. Additionally the time it takes to cap is increased from 8 to 12. Red's respawn wave time increased from 6 to 7
  • Added a small route at A which leads to the lowground water area for Blu, making it easier to flank
  • At B, the little stair case highground on Blu's side of the catwalk has been closed off; The area was meant to be mainly used by Blu, and the staircase went upwards to block a sightline into Red's spawn without having to add an unnatural sightline blocker. However, it ended up being used by Red's jumping classes often, and was very powerful against Blu. Blu should focus on the high ground on the other side rather than their own
  • Made it clear that the door outside of Red's first spawn can't be used
  • Lowered the height of two doors at B to block some sightlines