Gehenna

72hr Jam 2024 Gehenna a1b

Changes to hopefully make the map a little bit better.
Changelog :
  • Remade rounded doors to be bigger and wider
  • Opened up some rooms that could be opened up
  • Curved the cliffside to cut the sniper sightline
  • Made the lower floor leading to A to be higher and adjusted the layouts to accomodate it
  • Remade RED spawn
  • Added a room between RED spawn and B

Attachments

  • curved cliffside.jpg
    curved cliffside.jpg
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  • opened sewer.jpg
    opened sewer.jpg
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  • opened slope.jpg
    opened slope.jpg
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  • 5.jpg
    5.jpg
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Finally, the map isn't compiled using fast vis. I just wasn't used to compiling taking more than 5 minutes.
Still, I optimized the heck out of the vis, many things are func_detail.

There have been changes beyond this :
  • Building at the beginning has been changed and streamlined. (Picture 1)
  • Made some edits to the building that enters A
    • The wall was shortened
    • RED building leading to A now only has a small ammo
  • BLU second spawn has a nobuild that turns off after capping the point (Picture 2)
    • this is more of a band-aid fix to counter engineer than an actual fix
  • A now has more room and the road leading to it goes to its height level rather than having a separate ramp (Picture 2)
    • You can also go between the decor and the fence (very important)
Known issues :
  • Particles are still missing, because I suck
  • Particles for the ignite at red spawn still are not fixed
I plan to change that.

Planned changes :
  • Giving B more room to move around
  • Editing Blu second spawn
  • Adding a new flank to help counter engineers at A
  • Editing the rollout of RED to A to feel better

Attachments

  • blu spawn building.jpg
    blu spawn building.jpg
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  • blu 2nd spawn and A edits.jpg
    blu 2nd spawn and A edits.jpg
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