Goldwater
Alpha 11
Art pass has 'begun' it's just some basic detail as of now, but will hopefully progress well enough to bring the map to beta.
Gameplay:
-Changed some scaling issues around red courtyard
-Added some more optimization around the point
-Changed locations slightly for some stairs
-Added more cover around the point, blocking a bad sightline
-Adjusted location of some pickups
Detailing:
-Made out of bounds areas fully-fledged out
-Working on areas above some walled-off areas
-Shaped geometry around the map overall
The goal of detailing(aside from making the map look nice) is to create an amazing atmosphere to shoot each other in. A lot of desert maps can be boring, and this one doesn't really stand out that much. But I don't intend for it to, either. Maybe gameplay-wise, but stylistically there is something I do want this map to have. I want each side to feel completely different from the other. Whereas on some symmetrical maps you just have the other base textured differently, I want to create geometry that is almost completely different from the other side. Even though the layout and playability of areas are identical, completely styling buildings and geometry differently makes the map feel more distinctive and dissimilar.