Hopper

Hopper a5

Mid (and surrounding areas)
- Reworked mid to give it a less of a "KOTH vibe"
- Removed one of the side paths to mid to focus gameplay
- Removed a "ghost clip" on RED's side of mid
- Readded some health and ammo packs that didn't mirror from the other sides of the map

Goal Areas

- Removed the jump pads under the bonus goals
- Moved the bonus goal 128hu closer to the main path
- Made the goal rooms brighter
- Fixed an inconsistency with the nobuilds in the goal room that allowed BLU to build where RED could not.

Known Bugs

- Goals do not show up on the HUD. I'm not sure what caused this, but I'm asking around to see what the problem might be.
- Fixed a bug that made respawn time unbearably long
-- I set up the logic incorrectly. Instead of setting the respawn time to a certain length, it added that length every round.
It took me a week longer than it should've to finish this update. Granted, the reasons weren't entirely under my control, but that's still time off the clock for me to refine this.

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- Expanded the map
- Lowered round time to 12:30 (from 15:00) to encourage faster games
- Extended setup time to 45 seconds (from 30 seconds) to give defensive/slower classes more time to set up
- Map fog now begins 512 units away from the player, instead of 64
- Replaced the cranes at mid with simple geometry
- Replaced a model building with brushwork to better convey the clipping I had on it
- Made the bonus goal look like a hopper.
- Replaced the bonus goal jump pad with a vertical jump pad
- Added a sign to spawn rooms with some notes and a few bugs
- Readded Tom Cruise
- Fixed a bug where players could stand on the roofs at mid
- Fixed a bug where RED could get into BLU spawn
- Fixed a bug where the Jack could get into BLU spawn
- Changed the gamemode from Hold the Jack to PASStime
- Overhauled the layout
-- Remade the whole map from scratch, to fix numerous behind-the-scenes issues
-- Made the ball spawn platform at mid significantly larger
-- Covered up a nasty sightline that went from one team's trainyard to the other
-- Converted a detail area in the trainyard into a small side room
-- Added a jump pad to the bonus goal, to make capping it easier
-- Removed the trains on both sides. I intend to re-add them when I'm more comfortable with the capture areas.

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I was planning on doing more for this update, such as overhauling the flawed layout and adding signage, but I wanted to put out a more bugless version of A1 before I did that.

Also I realized that this gamemode isn't "Hot Potato", but more "Keep Away", so the funny name I was going to give it doesn't even work.

- Changed the map name to Hopper (SnickerPuffs MC3 doesn't roll off the tongue that easily...)
- Reduced timer by 30s for slightly faster games
- Fixed the train and Jack getting caught on each other
- Fixed an exploit where the Jack (and players) could be trapped
- Fixed BLU's mid doors opening incorrectly
- Fixed a minor visual bug that caused the ball/player tracker to render much shorter than it should
- Brightened up some interior rooms that were still darker than intended
- Added a few pickups around the map
- Added some missing clips near mid
- Added observer points
- Tightened the "diaper skybox" around the map
- Changed the sound that plays when you grab the Jack

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- Made the map much brighter (some interior areas are still a bit dark though!)
- Fixed the backwards train on BLU's side
- Added Tom Cruise

My goal for the *actual* next update is to make it longer (I had to lob off 20% on each side to finish the map before the microcontest deadline) and make any changes based on community feedback beyond that.