Jinn

Jinn rc2a

Hello, 14bit here again!
  • Almost completely reworked B/Final
    • It's way more open
    • Special thanks to @JeanPaul for the ideas/suggestions
  • New Blu forward spawn
    • It's that new door near A
  • More detailing
  • Other things I can't remember
  • The far flank door at B's speed has been returned to 20 (up from 5)
  • Changes to C:
    • Lowered the new bridge -> rest of the map connector so you can jump up it from the bottom
    • Adjustments to cover
  • Minor texture changes/fixes
  • Changes at A:
    • Widened the leftmost doorway into the underground
  • Changes at B:
    • Raised Red's spawn time to 7 seconds when B door opens (up from 6)
    • Raised Blu's spawn time to 6 seconds after B capture (up from 5)
    • Changes to the far flank:
      • Made the door narrower
      • Overhauled the route into a dropdown (for both teams, incredibly)
      • Lowered the door opening speed to 5 (down from 20)
  • Changes at C:
    • Adjusted how the bridge from Red spawn connects to the rest of the map
    • The platform over Final has partially collapsed, giving defenders a better view of the tracks
    • Adjustments to cover
  • Clipping fixes
  • Health and ammo adjustments
  • Lighting adjustments
  • Various detailing and texture adjustments
  • C capture point
    • Removed kangaroo
  • B capture point
    • Blu no longer gains shortened respawn time on cap
    • Red spawns further forward in their spawn, same as Blu team
  • A point
    • Time added reduced to 3 minutes
  • Changes at C
    • Adjusted cover around red spawn and sandpit
    • Lowered bridge route leaving red spawn for easier access
  • Changes at B
    • Lowered Blu's spawntime on capturing B by 2 seconds
    • Removed breaking column
  • Changes to Blu spawn area:
    • Adjustments to cover
    • Cool new platform for defenders
  • Changes to B:
    • Time gained on capping B is now 4 minutes (down from 5 minutes)
    • Added a plank partially covering the collapsed walkway in the upper A->B area
  • Changes at C:
    • Completely rebuilt Red's final spawn
    • The one-way door has been removed
    • Adjustments to cover
  • Detail/texture changes
  • Adjustments to health and ammo
Hello, this post brought to you by 14bit again
  • Red team no longer immediately respawns when the cart reaches the A door
  • The door above B now opens when A is capped (again)
  • Slight cover changes around A
  • Clipping fixes
  • Detailing fixes/changes
  • Added WIP signs around final
Hello, 14bit here! I finally snapped and made layout changes in addition to detailing. abp and I are split on the changes to Blu's spawn exits, so we've left them be for now to test them along with the other layout changes.
  • Train bells now play when cart doors are opening
  • Significant reworks to the A->B area
    • Shifted the whole map past A point 256 units south to break sightlines through to B
    • This also gives lots more room for Gameplay™ to happen and should make B more fun
    • Made the river route more obvious for Red on A
  • Changes at final
    • Reworked the route for Blu to get up to Red's balcony at final to be more obvious and require less jumps
    • Rearranged the wooden stairs in the pit
    • Changes to cover
  • Changes to spawn behavior
    • Red team now immediately respawns when the cart reaches the A door
    • Red team no longer immediately respawns when B is capped
  • Added a no entry hologram to B's upper door on Red's side that disables when the door opens
  • Nobuilded a few fun, but annoying spot sentry spots really high above gameplay space
    • Notably around final and Blu spawn
  • Fixed missing patches under pickups
  • Clipping fixes
  • More detailing
  • Removed a few custom assets, replacing them with stock equivalents
  • Basic bot support
    • tf_point_nav_interface stuff to let bots know how the layout changes when the doors open
    • func_nav_blocker/geo changes in the river to stop bots from trying to use it as a flank and dying repeatedly (yes, really)
    • Bots can't figure out how to get to Red's upper deck at final since it involves jumping and I can't be bothered to actually edit the navmesh to tell them they can make a specific jump the automatically generated navmesh doesn't account for
    • They also don't understand the one-way door at final so they get stuck there
    • These issues will get fixed with a proper, hand-edited nav once we get to RC
  • TF2M Feedbackround support
    • Holograms get disabled
    • Blu's forward spawn opens

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Fixed blu respawn not enabling
New ramp!
Changes to Blu spawn area:
Moved one of Blu's spawn exits
Changed concrete blocks into piles of bricks
Adjustments to cover near the temple door

Changes at A:
Moved the control point
Adjustments to cover
The river no longer glows
Added signs saying there's a deathpit, since people kept walking directly into the deathpit
New bird statues
They're better proportioned and have nicer textures
Changes at B:
Added a second exit to Blu's forward spawn
The door above B now opens when A is captured again

Changes at C:
Moved Red's upper bit of final down by 64hu

Enabled Zero Damage Force on deathpits
Changed the damage type on some deathpits
Various detailing changes
Texture adjustments
Clipping fixes