Like the title says. I'm working on making a complete overhaul of them map. I have quite a few ideas I'm looking to do.




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Now I know I might not have anyone that'll read this. But I thought I would still give an update anyway.

Now I can't remember the last time I worked on poismoore. I suppose that's because for the most part I haven't since my last update.

I think I left this project on hold was mainly because of my discouragement and nervousness. Since I think it has still a lot of problems. I might not know very well though, since it was just me testing. My main step apart from what I know now, was to get it play tested. But I was afraid to even try.

However. I've decided only now to say something more...

Because I've recently started work on a new map! It's still in an early stage, and it's a slow process. But I got a good idea in mind. I've only struggled a bit though, because I'm not sure sometimes where I should make progress on.

So since I'm working on a new map. I figured I would post an update on the last one.

Now I did think some while writing this. And I think a rework is in order. I'm not entirely sure how. I'll have to give it some serious thought. But I'm getting some ideas on how to possibly make it better.

Some changes I would make.

- Move the spawn rooms. Give them their own section of the map. That way each team's spawn room's aren't so close to eachother.

- Make the underworld environment bigger, whilst changing the layout.
( A few ideas I had to make the layout different: 1. Make the sides ramps instead of platforms. 2. Make it linear, instead of having to climb up. 3. Reverse it so you have to go down instead of up. 4. Expand the area, so instead of having the platforms be around the ruin, they're around the whole area. And the underworld ruin can be normal sized.)

Hopefully I will finish this in the future. As for the current map I'm working on. I'll reveal more information when I can.

If and when I make poismoore better. I'll make a new release. (I'll hopefully get it play tested too.)
Ok so I tested this myself with some bots, and I actually have some criticism for myself. I thought I'd make an update and share.

1.
The bot AI doesn't know to avoid the haunted sludge so they just walk in it. That I think is fine because they wouldn't know to avoid it.

2. I noticed the bots don't know to climb up the stairs to the point. I suppose I could try and fix that, but they're programmed to take the closest route to the point, and I think that's fine.

3. I still think the underworld still takes a long time to navigate.

4. It was too easy for the bots to try and kill eachother. As each team's spawn more closer than they really should be. I thought of this from the very beginning, but I think I assumed I would either fix it, or that it wouldn't be a problem since the actual spawn rooms are further in. I think that in a game with real players it'd be too easy to attack the enemy spawn.

5. I didn't quite test engineer shenanigans around spawns. I did notice that because I didn't put a func_respawn_room low to the ground enough in red spawn that teleporters could be built inside red spawn. I noticed this while playing with the bots. Speaking of spawn rooms, I didn't exactly think about the fact of having resupply cabinets with a team parameter set to "any" in spawns.

6. Because of where I placed the exits for the underworld. (The coffins on the giant tree stumps), I realized it could be possible to easily spawncamp the enemy team, as you get uber, critz, and a speed boost, and you just so happen to be really close to the enemy spawn.

7. Among the few other errors previously mentioned, (including the one about the error I had to quickly update and fix). I've noticed a couple other things wrong. So I'll have to fix those too.


I will say that I'm a little disappointed. I guess that's part of the map making process. I think for future versions I should try and fix some of these.
I'm thinking about getting some suggestions to help fix stuff. I might still go through with testing to help problem solve as well.
Fixed a thing I forgot when compiling.

I wasn't panicking internally what are you talking about??
Finally! This has been coming for a little while now. After multiple all-nighters of work, I think I can finally call this done. Now I think I can say that we're in beta now!

Changes:
  • Added The Underworld(1, 2)
  • Added an Underworld portal(3)
  • Removed the HHH (o7)
  • Added a Skybox
  • Added some optimization stuff
- Modified capture zone to better fit the podium
- Numerous other changes and fixes.

Notes:
(1: You can get there either by Monoculus. Or by the main portal.
(2: When Monoculus teleports, he will summon a portal to the underworld. And the portal that appears when he's defeated, will take you straight to the underworld podium near the exit, and summon a rare spell book.)
(2: The Main Underworld portal opens about every 50 seconds or so, but only when the point is captured first)


Todo:
  • Get map tested
  • Feedback

Known problems
  • Possible health gain/loss issues in the underworld
  • Navigating the underworld can take a while.
  • Possible texture issues still

If you have comments or anything to say let me know! :)
Man working on this has been a real rollercoaster. I've been pulling multiple all-nighters just working on this thing. I'll feel like I'm getting close, but then I end up finding more and more things wrong with the map.
So I have to recompile over and over again to fix every little issue. As it is, I was up working on it all day until 7-8 am yesterday working on it. Now it's 5:13 AM on the day after, and it's still not done.

I've been intending to release it for quite a while now. I've been still working on it. I think I'm really really close though. Either way I'll get this out soon.


Upcoming Changes:
  • Added Underworld
  • Added Skybox
  • Added some hint and skips
  • Replaced some sides of brushes, to the player, with nodraw textures
  • Other stuff
W-well, here we go, a8. Little worried there's still stuff I need to fix. I already had to repack it multiple times, every time I found a new problem. But hopefully it's fine.

All Changes:

  • Added many props around the map
  • Added a few toolbrushes
  • Added a texture for the haunted sludge touching a surface
  • Added buildings on both sides of the map
  • Added leaves around the map
  • Added 2 new entry points to mid.
  • Added a couple of ramps inside to allow for easy access to the sides.
  • Adjusted some lighting
  • General changes
  • Fixed some textures
  • Prior haunted sludge solid collision issue is now intended
  • Added overlays


Todo

  • Add Optimization toolbrushes
  • Add Underworld
  • Finish Skybox
  • Move from alpha phase into beta phase
  • Map testing?
  • Change stuff as needed from map testing.


Is it too much? Idk
Changes:

  • Adjusted spawnrooms
  • Adjusted positions of haunted goop wall textures
  • Began work on a skybox
  • Added buildings on both sides of the map
  • Began populating more sections of the map with props
  • Added a few tool brushes

Todo:

  • Finish decorating with props.
  • Finish skybox
  • Add small lights around where candles and jack-o-lanterns are.
  • Add Underworld

Changes soon to be released in version a8
Changes:

  • Added 2 new entrances to mid from the sides
  • Added new custom texture for any terrain touching the toxic ghost liquid
  • Added some rocks and spikes around mid.

Todo:
  • (Hopefully) Fix texture seams of the haunted goop wall textures around the map
  • Add More buildings
  • Add Props
  • Adjust Spawnrooms

Images:
Wall goop around the tree stumps
Wall goop around mid
View of mid with the new propsSide platform near blu spawnSide platform near red spawn