ran around the map a bit with fresh eyes to find/fix random obvious issues:
  • fixed missing stair blockbullet at A
  • fixed other clipping on beams/ledges around the map
  • removed a few dev textures that were not meant to be there
  • deleted a duplicate brush

screenshots are pretty much identical to a4

last update for the contest since i won't have access to a computer until after the deadline, hopefully i didn't miss anything horribly broken :)
this was very spur of the moment
i spent like 10 hours today detailing the map for fun so i could enter it in the contest lol

gameplay changes there are a few but nothing major since i didn't really have time/ideas/energy for a major overhaul
  • basic detail (read: mainly texture) pass on the map. the flytrap and vines are still placeholder brushes since i wasn't able to get models done for them for the contest
  • added a door in A-D lobby that opens when B is capped, allowing people to more easily rotate between A lobby and the other side of the map
  • added a doorway in C-D lobby to allow better movement around the area
  • removed some of RED's hp/ammo at last

screenshots:
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some updates pre-test of A2 to address some bugs/fix some things that bothered me:
  • cut out a ~192-unit horizontal section from the middle of the map to shorten walk times by a couple seconds
  • rebuilt/adjusted routing around A <-> B, B <-> C, and C <-> D areas
  • changed around some hp/ammo
  • added triggers to destroy buildings on dynamic stuff when they change at D
  • added a shake to the blu finale
  • added missing respawnroomvisualizers to blu spawn
  • added a displacement outcropping in the blu spawn <-> A area to be able to jump to the higher ground from low
  • various other misc changes

Screenshots:
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4 major revamps attempted in hammer over the span of 2 months, culminating in:
  • the map has been rebuilt from the ground up
  • here's hoping this is better than the original :)
  • same general map idea/theme, and some layout ideas carried over, but most is all-new
  • making steel/sulfur-types is hard...
assuming this does do well enough to get to a detailed state before the end of the contest, the cards i'm going for are:
  • gameplay 7 - 512x512 objective room
  • gameplay 5 - unmoving spawn for at least one team
  • gameplay 8 - >= 3 objectives in single stage
  • gameplay 12 - elevator
  • gameplay 15 - unusual cover objective

detail cards are still up in the air, but will most likely include nonstock hero prop

Screenshots:
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