Paradise

Paradise A17

  • Rebalanced pickup placement and level - thanks to @Lain and @Rhamkin for their help! I hid all pickups and had them mark where they'd feel pickups should be, highlighting where I was right/wrong.
  • Adjusted geo of the ship, particularly the cover walls of the bow. I lowered the walkable mast beam and added a small platform around the mast to make that highground more of a real space.
  • Raised and smoothed the path of the flying parrot, to better remove it from the gameplay space visually. It's just fun alpha flare.
  • Fixed minor clipping and trigger_push issues

The map is essentially artpass-ready. Ironing out any minor quirks or trying last minute tests otherwise map is headed into it's artpass with @Freyja in charge!

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  • Opened lower deck of ship, allowing a route under the capture point from the front of the ship, to the captains quarters inside of cave (replacing the previous drop down stairs room beside point)
  • Adjusted clipping, terrain and props in various very minor ways
  • Added funny birds

Design is looking pretty solid and fun, will see how this lower deck route plays but I imagine it'll mean more use of cave - really looking for game breaking or bad balanced spots, there are still some sniper angles and boosts that are likely very punishing but since the map will be entirely remade with an artpass, its something I'd prefer to fix with artistic purpose rather than a quick clip brush.


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  • Reworked island layout and cover to cut off the worst sightline
  • Adjusted displacements to also cut off bad sightline
  • Moved a doorway to beach catwalk from spawn lobby to connector, making reaggression from beach to spawn more dangerous
  • Added Jimijam pirate
  • Added a wider clip to the front beam of the ship, making movement more reliable

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  • Added a new raised route from lobby yard, over main, acting as highground over the mid exits of con and a staging ground for teams to regain control of their side.
  • Adjusted clipping and detail
  • Changed water texture Well's
  • Added overlay of Noodle to mid. She was a good cat :)

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  • Various minor clipping improvements
  • Widened capture point area, it square now
  • Fixed the funny rock in cavern
  • The top beam of the mast no longer has collision, instead of being a player clip into the sky
  • Fixed weird lookin ramp out of spawn

Really looking to find out if mid is fun currently, and if the sightlines are okay. I think mid feels much more safe and easy to navigate but there might be some sniper angles that are a tad too strong, and the changes to cavern have made the map feel kinda small to me, but maybe thats okay.
B for better

  • Displaced all navigable terrain, looking better but also fixing the occasional collision bug
  • Reworked layout of the capture point, mid, connector and cavern.
  • Many texture, clipping and prop adjustments that I don't really remember.
  • Removed posts from rope bridges by the beach, as many players were confused by their lack of collision
  • Increased spawn adjust time from 1 to 2, may revert next version.
  • Ideally, this version of mid and the tightening of caverns routes will make mid fights less scary and more fun.

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  • Reworked geo and cover on point and throughout mid to make mid less dangerous and eliminate a bad crossmap sightline
  • Widened doorways and paths in cave for less cramped traversal
  • Adjusted clipping around rocks
  • Clipped some cheeky palm tree perch spots (and added an easter egg to the one who found them)
  • Added rope fencing on cliff ledge to better read as out of bounds
  • No build added in deeper water
  • Patches under pickups
  • Shifted the small pickups through main connector slightly further from connector
  • Gave map a flat texture pass
  • Adjusted pirate building cluster detail
  • Gameplay signs to direct to the point
  • Fixed 3 visible no-draws

Considering lowering the base respawn wave time from 5 to 4.5 and changing the cap adjust value to 1.5 or 2 - It seemed like the team trying to retake mid would often be staggered, but I think that's likely a symptom of mid territory control being obviously better for the holders of the point, and therefore its deadly to enter mid without your whole team. Will see how it plays!
  • Added clipping to rope bridges by spawns
  • Adjusted 'beach netting' displacements
  • Reworked skybox and clip brushes to better cut visleafs
  • Adjusted waterfall particles to look nicer :)
  • Hopefully packed particle manifest correctly?
  • Merged many terrain brushes to hopefully reduce edgebug stuck moments on angled terrain
  • Cut and func_detail-capped some terrain to cut less visleafs - if edgebugs keep occurring I'll displace the terrain instead