it's on the workshop!

  • fixed some clipping issues on mid
  • improved geometry with the building on red last
  • fixed some issues regarding models rendering where they shouldn't be
  • replaced some blockbullet textures with playerclip to fix some detail textures not rendering
  • added a cute little detail in sideroom
its been a bit since i've opened hammer so i dont remember everything i was working on but:

-changed route to last side room to be further back and elevated
-area next to last big door is larger
-added shutter door next to last big door
-more detailing on last
layout changes:
-lobby-to-mid connector now only has one door to mid, with some general changes to open it up more
-sideroom-to-mid connector(s) is now one large connector
-path from sideroom to room above sewer (sewer lobby?) has been removed, with the entrance of said room now being outside of the last lobby door.
-lobby-to-mid connector now has a shutter door that enables upon lobby capture.
-added wall to the mid stairs
-last lobby door now starts open, closes when longboy is captured
-some other minor things (healthkits and stuff)

logic changes:
-slight increase to longboy speed
-added ability to stall the longboy during overtime. if a defender walks onto the longboy, it will set his speed to .3 of max speed.
-slightly adjusted respawn times
-slightly adjusted longboy speed
-added sounds when longboy reaches maximum overtime speed
-further detailed mid, improved existing detailing
-closed off a door in mid building
-some fixes
-longboy no longer moves on his own during normal gameplay
-increased time from 3 minutes to 5 minutes
-longboy is a bit faster
-fixed longboy camera
-during overtime, the speed increase is now linear, starting from .3 of max speed, and ending at 1.0 of max speed, with each capture adding .1
-during overtime, the doors will open fast, but close slowly
-during overtime, the lobby-to-last connector side door will remain open
-overtime now happens immediately when the timer reaches 0, instead of when the capture is stopped
-added ding sound when capturing lobby (disabled during overtime)
-adjusted tf_glow to change color for each team capturing the longboy
-increased compatibility with surface tablets
-more detailing stuffs
-decreased timer from 7.5 minutes to 3 minutes, with a maximum time of 3.5 minutes.
-each time each lobby is captured (in order), 1 minute is added to the round timer. this means that,
for example, once blu team captures red lobby, the only way to add more time is for red team to capture
blu lobby.
-when the map enters overtime, the longboy will progressively get faster each time he is captured,
until he reaches a maximum speed of "very fast"
-during overtime, all respawn times are set to a value of 6, regardless of longboy progress
-during normal gameplay, the longboy will continue to move (albeit very slowly) even when no one is
pushing him (he will still go faster with more players on him). this includes whenever he is being contested by the opposing team. the only time he will stop is when he is waiting for a door to open
-you no longer have to wait for the door to close when leaving lobby, in either direction.
-last door will stay open while longboy is moving towards last
-generally increased the speed of the longboy
-increased the speed of the lobby doors
-fixed last lower door clipping through the building
-adjusted spectator cameras
-slight detailing additions/changes
-known bug: longboy will occasionally dance for a couple frames when reversing directions at maximum overtime speed. from testing, this hasn't caused any issues nor has been able to have an effect on players near him, but who knows what might happen.

the general thought process for these changes was a shift from viewing the map as a payload map, and more of a dynamic payload/3cp/koth hybrid, while adhering to the longboy gimmick. this should hopefully mean much faster rounds with a larger emphasis on map exploration (since you don't need to constantly push the longboy, and can instead focus on killing Enemy Gamers).

with all of this being said, if you have any ideas for detailing and/or gameplay changes, please let me know! this is very much an experimental map with no set meta on how it should be designed. i'm just trying out stuff that i think might work.
long awaited
-reworked almost the entire logic so that it wont break (hopefully)
-reverted back to 3cp (kind of), although the forward spawns will still activate when capturing enemy lobby
-new logic uses the central control point as the "longboy capture point", and capturing the longboy
will capture this point, regardless of where the longboy actually is. it might look a bit weird on the hud, but it works.
-added sounds when either your team or the enemy captures the longboy
-adjusted time from 10 minutes to 7.5 minutes
-other minor changes involving door logic and respawn times
-minor layout changes
-added cubby spot on last
-closed off the mid door on the mid-to-sideroom connector
-more detailing (again, hopefully better)
-more optimization and better lighting
-new crane model (thanks tumby)
-received transmission


since it's been a while since i've worked on this, there's probably gonna be some issues but hopefully they should be easy to fix.
  • better detailing (i hope)
  • smoothed out area outside of upper last spawn
  • connector next to the last big door has been rotated to be visible from spawn
  • slight geometry changes in some areas
  • lighting improvements (toned down hdr a bit)
  • fixed the size of the capture and healing area on the boy
  • fixed an issue where sometimes the boy wouldn't kill you if you got stuck (you should now die if the boy moves over you)
  • optimizations
there's still some issues but compiling takes too long and they don't affect gameplay at all

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its beta


  • detailed every bit of the map
  • lighting improvements
  • opened up some routes (such as the connector from side room to sewer)
  • redid last spawns
  • added spectator cameras
  • removed everything that resembles frontline (hopefully)
not everything is perfect, and there's still a lot of things that need doing, but i just wanted to finally get this out after almost a year of off and on working on it.
fixed doors opening/closing wrong way