Houndpits

Houndpits A6

The first version outside of the 72hr jam, Alpha 6 splits the one capture point that was in the center of the map into two. One located outside the main building in the Harbor the second next to a cliff in the "Crown" area.

SORRY STAFF! I FORGOT I WAS NOT SUPPOSED TO UPDATE UNTIL YET!


Full Change Log:
Features:
- The original capture point in the center of the map was removed and replaced with two capture zones both on separate timers to encourage players to move around the map.
- The time between being able to capture has is now a random value between 15 and 25 seconds.
- The time where capture zones are open are set to a static 32 seconds
- A short 10 second timer starts at the beginning of a game to compensate for players leaving spawn
- The money dropped when players die is now a small pile, not a medium

- Various detailing mostly around the middle of the map
- The ramps leading the Harbor capture area were widened
- Changed the fences on the sand piles to open up the area a bit more

- Added a small building adjacent to the cliff in the Crown area with a small ammo and health packs
- Added a small porch area in front of the new crown building which has a medium health pack
- Removed some cover around the new capture zone

- Shifted player respawns to be in the middle of the area to allow for quicker access to Crown and the main courtyard
- Added a small custom texture to detail the map objectives

Bugs:
- Added a missing clip brush in the middle of the map
- Fixed an error where capturing money wouldn't reward Red with any points

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I want to give thanks to everyone who helped test this map and a thank you to all who gave feedback while playtesting. Playing this map in the imps was always a blast, with the exception of the koth version. My deepest apologies to the brave souls who played that. Thanks everyone, this Jam was a blast and I look forward to the one in the winter!

A5 gives Houndpits a good visual overhaul, no longer does the map look depressing gray, now it looks a little bit over saturated.

Features:
- The maximum amount of points needed to capture is now 85 (3 points per players with a base of 13)
- The wait timer on the capture zone has been increased to 35 seconds, previously 30 seconds

- The dark sky has cleared to reveal "sky_well_01", a truly beautiful sight
- Visual overhaul in both lighting and texture usage mostly around the center of the map
- When the capture zone deactivates the doors open much slower, preventing some cheap deaths
- Players now spawn in the center of their spawn room instead of being directly in front of the harbor exit
- Placed a func_nobuild over all the water in the harbor area of the map
- Added some streetlight/spotlights around and in the "Crown" area

Bugs:
- More skybox clipping errors
- Increased the texture scale of the dirt around the capture zone
The major feature in A4 is that the capture zone's default "no-cap" state is a open sewer drain which is covered by sliding doors when capping is allowed.

Features:
- Added a door system to capture zone which opens when capping is not available
- Reduced the wait timer on the capture zone
- Added a no-build to the capture zone
- Reduced sightlines from the harbor area into the main building
- Added a small window where a previous ledge used to be above the capture zone
- Trimmed down some brushes to allow easier movement in the boiler hallway
- Made the shutter door that connects the main building to "Crown" a grate door to encourage more usage
- Added some bits and bobs of detailing around the map

Bugs:
- Fixed more but made more skybox errors
The main features of this update is the capture zone now works on a 35 second timer and the amount of points needed to win was reduced.

Full Change Log:
Features:
- Did a bit of basic texturing and detailing in some small areas
- Replaced the beer bottle prop with a pile of money
- In a server of 24 players it now only takes 130~ points to win compared with the 150~ points you would get on a full server
- Added a timer system to trigger an alarm and activate the capture zones in 35 second intervals for 15 seconds.
- Removed the large shutter door that connected the harbor to the capture room
- Removed a fence and added a small ramp for easier access to "Crown" from the capture pit
- Raised the pit to be 3/4th of it's original height reducing it's deathtrap feel
- Closed off one of the balconies above the point and made it connect to the boiler hallway
- Placed health packs in more obvious locations and removed the Full Health pack in the harbor area
- Drained water out of the harbor reducing it to 32hu deep
- Sand barges now have slopes to get to dry land and not weird crouch jumps
- Added a bit more cover to the harbor area and a large boat to break up sightlines
- Moved around the spawnroom to prioritize heading to the connecting courtyard instead of going straight to the long harbor sightline
- Put clips on some rooftops in the "Crown" area that no one used anyway

Bugs:
- Fixed some odd skybox bugs in someplaces
- Replaced a missing texture
- Cleaned up some lighting errors