Ran some 6v6 tests with rgl players and made the following changes
  • (+) The bridge is back! The pipe truss structure that spans point has been reimplemented, but this time it's moved up by a couple hundred (?) hammer units, and the top has been clipped off
  • (+) There is now a shutter door in place of what used to just be a dumptruck in the road, making spawn more segmented from yard
  • (+)Widened point area to allow more room to move on point and to make it easier to push into/out of mid
  • (+)All doors have been widened and made taller to hopefully alleviate spammy/meat grinder hallways
  • (+)New cover on point to allow for more height variation, as well as two platforms either side of point
  • (+)Fixed an issue allowing engineers to build in spawn (+)Added a divider near the pipes in front of spawn to hopefully slow the 5 second soldier rollout
  • (+)Added a door between the red and blu sides of the area behind point
  • (+)Adjusted health placement below point
  • (+/-)Added cover to the pocket areas behind point in an effort to fix a potentially problematic sniper sightline. As a result, the boards going from pocket to point have been removed, but the gap has been shortened, ensuring that even a heavy can make the jump to point.
  • (+)Props being used for inaccessible shutters have been removed and replaced with brushes showing the "no entry" symbol
  • (+) Minor detailing work
  • (+) Minor performance improvements via func_areaportals and func_details
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Been a while hasnt it? I took *quite* a break from tf2, and have regained my love for the game. One has always been the map I've felt has had the most potential, and after sending it to b4nny, having him love it, and gaining the attention of other comp map makers, ive decided to revive and really push on this map. Ill be balancing for both 6s and pubs, and hope to update pretty regularly.

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Imp test revealed some holes, here's my attempts to patch them.
+added some walls to point, should hopefully increase cover
+added clipping to the orange walls (my bad, that should've been done in a8)
+increased speed of spawn doors, had at least one complaint of them being too slow
+minor brushwork cleanup to improve performance, probably not noticeable
Previous update had an HDR issue where my tonemap wasnt set right, making the map almost fullbright for HDR users. This version should fix that.

Hopefully if all goes well the next version should be b1!
*****IMPORTANT: Somethings up with the hdr/ldr, not sure what, but theres a high bloom effect going on, players using HDR may have to switch that off if its too much.*****

So i forgot to pack last time, my b. I think im getting close to going beta, which if i do, itll be the first time ive taken a map to beta!!

+added walls to exits/entrances around point to protect from snipers
+Increased ammo/health all over map, should be playable for engies now.
+actually packed the map
So its been a while since i last worked on this, or any map for that matter. I took a walk around the map in game and fixed some problem areas, and changed up some buildings.
This isnt a quite full or accurate list, but it give a basic idea of the changes.

- removed a hideous sightline allowing players to shoot from just behind the point to either spawn.
- blocked some more sight lines around point to encourage cqc and cut back on sniper lines.
- closed off a redundant route behind point
- adjusted doors and walls to give routes some variation
+ slight themeing around point and spawn areas, not quite sure where its going yet though

What I need from you:

+gameplay feedback
+health/ammo feedback
+point feedback (does it need more/less cover, height variation, etc.)
****NOTICE: Apparently something is wrong with the hdr and the materials i used with the walls, it causes extremely high bloom effects if you have that turned on, ill fix this in a future update****
Last update wasn't packed, sorry about that. Here's a full list of all changes between this version and a4. Ill be uploading screenshots for it shortly. Still no cubemaps because compile pal has an issue with me trying to do cubemaps and doing it the normal way never seems to work for me.
+ Complete overhaul of spawn area
+ more distance to point
+redesign of exits and spawn buildings
+ extra building and dividers
+ reworked the silo cylinder areas​
+Optimization reworks
+Area portals have been added/fixed
-duplicate brushes and spec cams were removed
+func detailing​
+Aesthetic additions/changes
+Changed doorway style
+Changed crates for brushbased custom ones
+lots of overlays/signs have been removed to focus on the gameplay​

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Im back at working on this after a long hiatus, i dont exactly remember what i changed from a4, so ill be uploading my usual picture in picture screen shots with a changelog once i get a chance.
A4 Changelog

+added geometry to disallow jumpers to get to point too fast from spawn (hopefully)
+moved existing crate and added one more on side entrance to point to allow more space but keep the sightline blocked
+added two more healthpacks on each side
+added a crate on either side to block the sightline between the triple window rooms on either side of point

Still to do
_More scaling up?
_Skybox brushes to help divide map?
_Optimization (area portals etc.)
_More testing for health and ammo placements and amounts.
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