Overgrown

Overgrown RC8

Changelog:
Changed everything
Full detailed the map using a custom theme using Pear's custom assets
Refined gameplay further
Polished everything
Ivy from Dr Spud
Tree leaves modified with permission from E-arkham's Antiquity model pack
Ground material and overgrown blends from Void and Fuzzy
Custom soundscape from Void

20170628181045_1.jpg 20170628181102_1.jpg 20170628181126_1.jpg 20170628181157_1.jpg 20170628181250_1.jpg 20170628181305_1.jpg 20170628181339_1.jpg 20170628181458_1.jpg 20170628181512_1.jpg 20170628181544_1.jpg 20170628181615_1.jpg 20170628181704_1.jpg 20170628181708_1.jpg 20170628181721_1.jpg 20170628181736_1.jpg 20170628181811_1.jpg 20170628181843_1.jpg 20170628181902_1.jpg 20170628181938_1.jpg 20170628182011_1.jpg 20170628182055_1.jpg 20170628182208_1.jpg
-More changes to the left side leading to first capture point, providing more cover/ height advantage for attackers pushing on this side
-New open door added to lower basement area coming from last to first. Door closes permanently when first is captured. This should make that lower area not as much of a dead end for defenders making their initial pushes out.
-Building on the right side of first (for defenders) changed a bit to match new attacker route
-Some cover scattered around last
-Few route adjustments all over for flow reasons
-More micro-gameplay elements added all around the map
-A few sightlines broken up
-Fixed some clipping issues (more to do, though)

Attachments

  • 20170515201759_1.jpg
    20170515201759_1.jpg
    348.5 KB · Views: 162
  • 20170515201807_1.jpg
    20170515201807_1.jpg
    281.6 KB · Views: 160
  • 20170515201828_1.jpg
    20170515201828_1.jpg
    208.1 KB · Views: 176
  • 20170515201834_1.jpg
    20170515201834_1.jpg
    333.7 KB · Views: 156
-Bunch of tweaks and changes to first and second areas, it was a bunch
-I forget
-Finally fixed that one areaportal issue... I think
-Seriously, a bunch of stuff all over, I dunno
-Best changelog
-Added more cover/ structures on first
-Reduced heights on last
-Removed a few minor routes as experiments
-Adjusted the flow of gameplay in a few places
-Adjusted health/ ammo
-Added some signage
-Fixed some bugs, probably missed some others
-I dunno
-butts

Attachments

  • 20170505164216_1.jpg
    20170505164216_1.jpg
    434.6 KB · Views: 270
  • 20170505164231_1.jpg
    20170505164231_1.jpg
    363.3 KB · Views: 255
  • 20170505164239_1.jpg
    20170505164239_1.jpg
    342.6 KB · Views: 258
  • 20170505164244_1.jpg
    20170505164244_1.jpg
    307.4 KB · Views: 248
  • 20170505164334_1.jpg
    20170505164334_1.jpg
    204.5 KB · Views: 252
-Changed second further, reducing sight-lines significantly by adding more cover/ structures and reducing play area a bit
-Added more health and ammo around the map
-Fixed a few clipping issues
-Didn't fix the missing face under second point again WHOOPS

Attachments

  • 20170428144023_1.jpg
    20170428144023_1.jpg
    206.4 KB · Views: 261
  • 20170428144036_1.jpg
    20170428144036_1.jpg
    403.6 KB · Views: 265
-Overhauled second point
-Added more health and ammo
-Adjusted cap times
-More clipping
-Adjusted lighting temporarily

Attachments

  • 20170427190641_1.jpg
    20170427190641_1.jpg
    371.3 KB · Views: 247
  • 20170427190659_1.jpg
    20170427190659_1.jpg
    470.1 KB · Views: 258
  • 20170427190714_1.jpg
    20170427190714_1.jpg
    379.2 KB · Views: 252
-Up/downgraded to patented hybrid alpha/beta status, for cool kids only
-New final area by Pear, adjusted by Crash
-New connector between first and second by Pear, adjusted by Crash
-New building between spawn courtyard and first by Idolon-ish
-Bunch of experimental stuff, just deal with it
-Nothing visual is final, going to be overhauled drastically
-Lots of stuff, I dunno

20170421174552_1.jpg 20170421174603_1.jpg 20170421174617_1.jpg 20170421174627_1.jpg 20170421174643_1.jpg 20170421174657_1.jpg 20170421174727_1.jpg