Osiris

Multi Stage Osiris b27

-fixed being able to walk through the door and out of the map in left side flank to B
-fixed players getting stuck in C one way door
-fixed being able to build in the back of stage 2 blu spawn
-fixed being able to build on edge inside drill spawn
-fixed players getting stuck under wood planks at final via teleporter
Osiris is now on the workshop!

Changes for this version:
-fixed being able to build in blue drill spawn basement
-increased time given on cap of stage 1 A by 1 minute
-increased time given on cap of stage 1 B by 30 seconds
-added new final point assets

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Same as b24 only this time both LDR and HDR are compiled
After a few month grind and a massive asset injection from my friend Mark Foreman the big osiris art pass is finally here!

I wound up doing a ton more gameplay changes than I originally thought I would for this version but im excited to test them and pretty confident they will all be improvements.

Timer changes:
-increased start time for each stage by 1 minute from 5 to 6 minutes
-reduced time given on cap of all points by 1 minute each. (stage 1 A+B are now 3 minutes and stage 2 A is now 6 minutes)

Map changes:
A
-moved blue spawn 128 units away from control point
-replaced plank bridge with ramps closer to the building
-removed some hoodoos near the large sand dune
-added some cover to A spire
-removed a few fence props from top spire pathing
-removed blue right side staircase
-increased red side health and ammo on spire

B
-added lower deck path on the cliff
-added health and ammo to red side shack

C
-added ramp for red access to right side flank
-opened up lower pillar areas next to control point and below blue drop down
-added small health packs to medium ammos on both ends of main hall
-removed blue sniper perch on sand dune

Stage 2 A
-added ramp access to roof of shack outside blue spawn
-put cover on balcony and roof of shack
-added health and ammo to roof of shack
-increased ammo around control point
-added small chickenwire cover under red platform near point

Stage 2 B
-cleaned up and widened sniper perch path
-converted crate jump path to thin staircase

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I wasnt liking the way stage 2 A was playing so I revamped the choke and hopefully made it more interesting to fight over. I also realized stage 1 C was still too harsh on blu players so I put a one way door in the flank.

Stage 1

C
-added one way door in flank
-removed all crates from red height area

Stage 2

A
-removed small wooden choke building
-added rock cave flank
-removed blue cave drop down
-added large rock spire blu side
-added suspended wooden plank path on new rock spire
-widened lower level displacements around spire
-widened stairs and added wooden plank path
-removed reds small wood fence cover behind the point
-widened and heightened lower cave route

Pics

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I finally started to chip away at detailing but as usual want to test a few small gameplay changes in between :p

Stage 1

B
-lowered cap time from 18 to 16
-added small staircase and elevated platform inside blue height entrance

C
-lowered cap time from 10 to 8

Stage 2

A
-added blue drop down rock connector

B
-simplified gold altar geometry
-removed altar fence prop

Pics
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This update is focused on the stage 1 A to B connector and hopefully allows for a better/easier blue hold.

Changes

stage 1

A
-simplified and lowered right side walkway (as red facing blue spawn)
-made right side small jumping section walkable planks

A to B connector
-widened main choke by 96 units
-raised the main sand path 64 units
-raised all of A and A to B connector 96 units
-added new right side (as blu facing B) entrance into connector
-moved health and ammo pack from inside connector to blu side
-added a new blu one way mini blu drop down inside left side choke (as blu facing B)
-lowered red side small flank entrance to require ladder walk up
-added two crates on main sand path
-widened path to height over B

B
-moved sentry spot health and ammo to back of area

stage 2

A
-closed gap between displacement and stairs on cliff
Hopefully this version makes stage 1 C a smidge easier to capture and stage 2 A a bit harder.

Changes

Stage 1

B
-reduced time give on cap from 5 minutes to 4
-fixed red spawn doors getting stuck open on B capture

C
-reduced height of main sentry spot from regular crate to half crate
-reduced metal from full to medium and moved it away from holding spot

Stage 2

A
-removed entire interior space of main building
-removed red elevated path above point
-extended red sand dune behind the point and added some new cover
-added sand dune next to reds right side

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Im pretty excited to test this version as I redesigned blus cliffside area in stage 1 B and big chunks of stage 2 A. The new stage 2 stuff is more simple and hopefully removes the spaghetti like pathing options seen previously.

Changes

Stage 1

A
-widened left side exit to B area

B
-redesigned and simplified blus cliff side area
-mellowed out the steepness of main sand dune
-blocked off one of the sand dune entrances into sand dune height flank
-put some railings on the two central control point platforms
-widened whole blu left side choke hallway
-widened right side choke exit
-raised blu left side choke entrance
-widened top of sand dune hallway exit
-added a drop down to sand dune exit
-lowered reds sentry platform above the point
-simplified reds cliff side back area pathing
-removed clipping on cliff side building
-moved the medium health and ammo to back of reds cliff side area


C
-widened entire right side flank area and hallway
-blocked off right flank's side pillar gap so the area is more flank-y
-removed brush inside fence prop covering reds main sentry spot area to let blu see through
-extended the floor of the left side height path to let blu spam the point from platform

Stage 2

A
-added large fence on blus height over the point that opens on A capture
-removed cliff side blu spawn exit
-reworked and simplified the cliff side building
-added sand dune to behind new cliffside building for better pathing
-removed a few doorways to de-swiss cheese-ify the area
-flattened and raised main building interior area
-redesigned and simplified the red side building immediately behind the point

B
-added guiding doors to left red spawn area exits that open on capture of A
-added wooden plank connector to main elevated platform for blu in choke to B

Pics of new stuff
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This is a quick update to fix the red forward spawn issues and add in some stage 1 A to B choke changes.

-removed small left side flank and made left side just one path
-connected A to B via new simplified left flank
-extended right side exit into B platform out a little
-raised sand in main path to reach side flank to remove ladder ramps
-widened main sand path entrances to left side flank
-removed vertical wooden beam in left side flank