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koth_mercnsquare Alpha 2

BEHOLD,

A BIG MALL!
MALL FRONT.png

MALL BACK.png

MALL SIDE BACK.png

MALL TOP.png

MALL INSIDE.png


Next course of action will be to tweak the skybox, the hint/skips, and add a few occluders and areaportals at good areas - and only then will I move on to lighting.
The map felt cramp before.
So I figured that instead of stretching it horizontally, I'd stretch it vertically!

I'm still not sure if this will play well (I hope it does), but I moved the spawn rooms up above so that the players can overlook the cap:
Screenshot 2024-11-26 144437.png


I maintained the 2 spawn exits, with the wider exit leading to the outside of the building at the back:
Screenshot 2024-11-26 144532.png


The 2nd, slimmer exit leads out the front of the map, down some stairs, and inside the building (where the previous spawn room was located at:
Screenshot 2024-11-26 144635.png


Just for fun, I added a pit of death as per suggestion by confetti 5 (however, not at the annotated location):

1732604597208.png

Screenshot 2024-11-26 144706.png


I hope that it plays well. After fixing up the layout and optimizing the map, I'll add all the necessary lighting.
Thank you for the playtest, and I agree with the feedback!

The main problems that I can find is that the:
1. Map is dark
2. Map too cramp

I'll first widen the map to accommodate the concerns of the map being too open and straight-to-the-point (literally).
Alex EatDonut said it best:
1732581253710.png


Afterwards, I'll deal with the lighting.

Again, thank you for the playtest! I'm glad that the map was actually functioning this time!
Converted objects not blocking visibility into func_details.