Haze

72hr Jam 2024 Haze A2b

a quick hotfix, changing the env_microphone. this was funny, but way too loud and, eventually, way too annoying.

  • changed the DSP audio preset for the speakers to a quieter and more 'webcam mic quality' sound.
  • made the microphone area a lot smaller and more focused to the 3 microphones, so players have to much more intentionally use them.
  • placed diagetic speakers in the map above the dj booth.
throwing out an update before the end of the jam period!

  • restructured the area behind the DJ platform, and its connection to the staff area. this ended up being much more well-trafficked than expected, especially as a first meeting point of the teams at the start of the round, so it's now a more formal combat area, and is more open to allow for easier revival without being stuck in a choke.
  • the bar area is now accessible, and more dense with cover. this should make fights in that area more interesting, give snipers somewhere to station themselves, and also allow for some silly roleplay because why not.
  • widened and restructured the bathrooms to be more defensible positions from both angles of approach, and not just transition corridors. also made the stalls accessible, which was the most common feedback on a1. skibidi to your hearts content.
  • significantly increased captime (from 12 to 24). i want the underdog team to be able to revive a buncha teammates and muster a push while the other team is all piling onto the point, and there simply was nowhere near enough time to do so beforehand, especially given the general accessibility of the point.
  • made sightlines more open mapwide, to allow snipers more leeway away from the hecticness of the more active areas.
  • increased pickup access across the map, especially in areas where lots of players tended to die, so that they had access to health quickly after respawn.
  • made the Cube noncolliding. being able to clamber up onto it was fun, but it was just too in-the-way of jumper classes, and i'd rather keep it a visible landmark than raise it.
  • added some fantastic techno background music, bespoke courtesy of sarexicus !! this is clearer in the central room and more muffled further out. this should also be affected by the client's music volume setting.
  • to be silly, added a working broadcast microphone in the DJ booth.
  • adjusted the post-processing. there are ideal settings to convey the dark-and-yet-bright bleary haze of a nightclub, and equally ideal settings for a playable tf2 map. i'm shooting for a midpoint between those ideals.
  • towards that aim, added some hopefully unobstructive fog particles on the dancefloor.
  • added cubemaps.
  • added areaportals.
  • various other minor changes.