Conveyance Spring (fullthrottle)

Conveyance Spring (fullthrottle) RC3b

  • Author Deleted member 27649
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I've gotten it to Release Candidate. I...

It's... finished. At least, as finished as I can have it, for now. Finished enough! It has some really really basic meaningless issues, and also (for now!) lacks a custom nav mesh, but, it's done.


Of course it's plenty detailed, now. I don't think I changed much of the gameplay, though? Uh, I guess clipping is not perfectly one way or the other, but I hope I have compromised well enough on that... I can release new versions if that's much of a bother. Or separate versions. How wonderful.


But it's done. I've made it.


I hope it was worth it.
Skipped a version, yes.
  • Changed skybox to Gravel Pit's, and adjusted sky lights. Should be warmer and more inviting, now. (old skybox and lighting will be available as a separate download, if you really liked that one...)
  • Raised water building's water so you can extinguish yourself.
  • Capture zone is now more obvious.
  • Lighting changes in general, should be less dark and awful to see players.
  • The healthpack room thingy isn't too enclosed anymore (RIP, I loved that area's 'dramatic' lighting).
  • Made the doors next to the point taller.
  • Added some fences.
  • Redid a route from spawn to lobby because it bothered me. Shouldn't be too different...
  • Small clipping pass (I do not know what exactly are the problematic areas but I guess things are a bit more slippery and smooth now, and explosions are less likely to be eaten nomnomnomnom)
  • Further detailing work. (really not sure where I'm going with this anymore >w> )
  • Still haven't properly fixed the ramp going invisible underwater. Currently just a quick bandage solution...
  • Still haven't fixed the weird flow on the water building.
  • Because of that, I also haven't deangled the weird angled building. Not sure if that was a gameplay or detail feedback.
  • The steel door leading to the pit is now 120% more glued in place. And there are two of them, now.
  • Engineer TF2 decided to solve an unpractical problem with a can of paint and an empty wall.

  • Unimplemented feedback does not mean necessarily entirely ignored feedback. Doesn't mean you should stop feedbacking it if you feel like it, however.
Known issues:
  • Extremely minor detail issues because Sorse Engine(R) Comedy(TM). No one will notice... right??
  • Some bad lighting.
  • Some bad geometry.
  • Some areas are still a bit too dimly lit, like the hut. No one ever complained, but it's still a problem.
  • Some bits could use some more aggressive optimisation.
  • Haven't optimised vis-cuts-thingies yet, because hint brushes are 4/5 hate. I assume the other 1/5 is the perf boost.
I stopped working on this map for quite some time. This list is not comprehensive.
I also skipped a version for the sake of my own sanity.

This version is quite similar to the previous version, FYI.

Removed platform on the top of the shack.
Resized some packs.
Made that one door a little bit bigger.
Succesfully ignored weird flow north of the point. For now(?).
Small detailing work. Right now some stuff is placeholder, some stuff is not, some stuff is actually in its final stages, some stuff is very early.

(note to self: BINKSI LOGGING overlay is placeholder; replace current sky with gravel pit's in final release, separate download with original sky; ramp still suffering from that bug; implement some currently ignored detailing feedback.)

How much are you willing to bet I can release this without testing? I don't know. I don't care. I'm taking my walk outside right now and no one can stop me. Ha.
Got rid of the middle entrance, modified lobby to be less messy, clipping, non-jump classes shouldn't be able to stand on the very top of the shack anymore.

Probably the last version I'll release of this map. Of anything, really.
jwgeuoiwejgohilnkjhsnehwjkl idk anymore
Resized and moved some packs, changed point cover, changed water siderooms, changed stairs to shack's roof, resized fences on the cliffs, and of course, detailed a lot of mid.
Shack roof has been changed. Soundscapes. Clipping.
Cubemaps.
Some changes in response to pre-test feedback. It's raining now. Thanks to Yrrzy for helping me with that.