pl_cliff edge

pl_cliff edge a7v2c

In this version
*added a third red spawn room close to point C because Red team had a really hard time defending that point. ( the spawn is outside the building )
*fixed some issues such as the func_respawnroom for blu team at their second spawn didnt work. ( now it does lol )
*added a sniper model at first red spawn so as to balance it for both teams. ( the blue engie at first blue spawn was a distraction and now there is something like that for red team as well )

Notes:
Hey ya all!
while playing cliffedge i noticed that 9/10 times blue team overwhelmed Red at point C and it annoyed me. So to make Red's time defending this point I added a forward spawn for them outside point C so as to avoid past mistakes.
I dont know when i will release A8 but i think it would be next week or something because i will take part in the upcoming 72 hours mapping contest , I mean JAM. I will make another payload map and i have some really cool ideas i cant wait to make. About the next version like i said previously i am working on point B.I am changing the cliff area and some buildings around it so as to play better , though i am having some hard time making it but i will try not to delay this release for another 8 months.
But i can say that i have a plan which i think could work
in this version:
*fixed a few bugs and errors
*added some more clip to prevent people from getting inside a detail area near point B ( outside red's spawn )
*added 2 health packs to last point ( one medium and one small ) so as to help the attackers a bit.
*moved the small mark on point C that indicates when the second exit from cellar opens. ( to find why look at the notes )
* removed the small rollback spot on last point.

And now here are a few changes / fixes and images i forgot to metion/add.

Note: i am constantly lauching cliffedge every now and then and running around and trying different stuff in order to spot some problems, bugs ,etc.

* fixed being able to place stickies on this metal thingy on point C from the cellar and still be able to damage-kill people on top of it.
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* from Point B -> C i cleaned up the grid a lot. ( i made a spot a few months back and there is a picture to demonstate what i mean better above a few posts )

*made the rails around point B and C connect better and look better as well.

* i made the cellar flank a little bigger and i adjusted the lighting there more. in addition i widened up the staircases and i added a second exit door in order to make this flank more viable.
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*lastly I redone this small building here just to be more easy to work with and also to look better :D
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Notes:
In this version i tried fixing a few issues the map had and just make the experience - gameplay a little better until i release a8v2 which should be next week unless i need to rework Point A.

-A few words about the next version.
I really like the map so far i think its great , i have fun playing on it and i cant wait to reach beta ( though i learnt my lesson i wont rush again , i will take my time )

My plans for A8v2 is to rework these areas here :those.PNG

I dont like the cliff around this area at all. Neither those 2 buildings i have circled.
Like I said in the previous update i tried changing the cliff around this area but it didnt go like i wanted because of those 2 buildings here.
To be honest they dont work that good and not many people use them that much. So i decided to rework these 2 buildings and the cliff area as well.

If everything goes as i want , chances are that next week a8v2 will be released. The only thing that could delay this update is Point A because if i do such changes around Point B, i need to adjust them around Point A as well. But who knows :D

Anyway those are my plans for the next update. I will keep you posted of the progress i make like i did for a7v2.
hey yo we got to go. It's me bill-man? Bill-boy? anyway.... After 8 months i have finally decided to release a7v2 which i have been working since december i think.
Here are the changes :

Point C has been kinda reworked.

CELLAR CHANGES:

* changed the cellar flank to be more viable. now inside the cellar there is a small room that you can hide - take cover if you have to.
* the exit and the staircase from the cellar has been widened so as to make the cellar a lot more viable and not a great place to get stuck and die or something like that lol.
* finally I added a second exit to the cellar which takes you to a new room red team has close to point C. ( the door starts closed. when blu team captures point B and gets inside point C they will notice a yellow duct tape thingy to the floor. if the cart passes it then the door will open.) note : ( i added this mark because previously when i had a second red spawn inside point C , people got confused when their spawn changed, so i added this small mark to avoid such confusion.)

Point C in general changes:

* previously point C was consisted of 2 areas. the big room that most people liked to play on,
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and this small area right here that nobody liked and was easily taken by blue team when they won the battle at the first area
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So i kept what made the first area fun to play on and i extened it from there.

* previously there were only 2 ways to get on top of the platform red team has. Now there are at least 5 ways to do it or more.

* previously there was a big wall that seperated the 2 areas i talked about. but thats not the case anymore. now its like point C is a big open area like i wanted it to be. ( and also there are many new sentry spots there and little cool jumps you can make )
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I made the "new second area red team has " more viable for all the classes and more fun to play on.
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Lastly i tried adjusting the pickups around better which applys for both Point B and C.


As far Last point is concerned I took a tough decision. I was trying for months to make something fun and unique to play on and i kinda got tired of it. i made i believe at least 3 different last points which i deleted afterwards because i kept getting stuck and not doing any work at all.
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After some headaches i decided to delete what i had and copy paste a previous last point i had which i didnt test that much but i felt it wasnt as bad as my previous attemp. As i result i can continue the development on the map with a clear mind and who knows i may come up with better ideas.

Before going to the notes i want to note something. ( heh heh get it? )
those 8 months i wasnt only trying to make a new last point but i was preparing a few changes to the other points as well. I tried making a new second spawn for the blu team since the spawn i had previously wasnt very good and i was making a new cliff area around. ( you can see what i mean to the picture below. But i couldnt make neither of them. the reason is simple , i would have to redone the building you see close to the cliff and that means delaying the release of that version even more.
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Notes : well i finally did it. i finally updated my map. i got to say i am very proud of my work around point C. A lot of creative thought was put in there. I remember working on point C for a week straight trying my best to figure out what should i do.

I feel kinda bad for taking so long to release a new version for cliffedge but i dont have any plans for doing something like that again anytime soon :D wink wink

what's to come you ask. well.... lemme tell ya. for a8v2 i am planing to rework point B a little and maybe point A as well. i have some really interesting ideas that i cant wait to put into use.

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In this version:
* the scout on first blue spawn was removed. (happy now? jk)
*added more clipping
*fixed some general issues and bugs based on feedback
*the 2 main doors on Point C now only Open once like they used to before.
*a door on point C is larger now.
*light was added on last red spawnroom.

Note:
i wanted to release a small update like this one just to make the experience of playing the map a bit better while i am working on the map.
Thanks for all the great comments i received and feedback too.
As i said in a post i made nothing is going to remain as it is right now so last is going to change, point C is going to change a bit and B too. I am happy with A and C but that doesnt mean i wont do any changes to them.
So in the next version ( which will hopefully not take another 2 months ) to have a improved last which i feel its a lot better , some fixes to different points and the path from B--->C improved as well.
that's the goal anyway.
in this version :

Point A
* First point Was Improved.
* I redone the first blue spawn so now its an actual spawn.
* some buildings on point A were changed.
* The mining Area/flank of point A was redone.
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Point B.
* i did almost nothing.
* i just "painted" the displacements to look good.

Point C
* i redone the second small area on Point C building so now its not either empy nor boring.
* i connected last with point C - you will see what i mean if you test the map.
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Point D-Last
* Last Was redone for the last time. - i promise.
* instead of a big hole where the bomb falls is now replaced with a new ramp which has a role back zone.
* i kept some features from previous last like the building which red team have under and blue team can use if they are up ( the one which has windows) and i made it so the red team can go up there using the stairs now.


Some minor Fixes:
*Fixed being able to get up to some roofs - clipping problem
*Fixed being able to damage people using explosives on point C from the cellar, if you shoot up the metal platform you could damage enemies.
* fixed props being dark in some areas.
* now point C doors open and close not just open once. (prevents sightlines)
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Notes:
After 2 months, The new update- version of cliffedge is here!
i was very concerned about releasing it now, but i got some good advise by some people that i really thank them.
All in all i was worried that what i had wasnt very good, and i would disappoint some and yea thats it. I understand now that i need to test the map a few times to see what i need to do next and how i can improve it for the future. i really want to make this map one of the best out there and i hope i can succeed. To be honest i am not entirely happy with last right now. i dont like the building close to the tree, near the ramp because its flat and boring - at least for me. Sightlines is something that i am concerned and i will try to fix in the future.
Good News! i am not going to redo an entire point again! at least for this map. only a few buildings or small areas will get changed or redone thats it. As you saw i redone some parts of first point like the spawn and the mining flank which now i think looks really cool and suits the map better than the old flank. Down i will leave some pics from before and after so you can see what has changed in case you are wondering.
thanks so much for all the feedback you gave me, the great comments i saw and i really hope cliffedge has a bright future.


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As you can see i did many changes to all the map and i really hope it was worth the wait. thanks and have fun :D
In this version:
*Fixed some Small Issues.
*Added some More Lighing Around the map.
*added more area portal.
*added a door which will close after blue caps point 3 which door prevents them from going leaving there spawn and going to the wrong direction.
*(if we count the fix version) the broken door on point C which was blocking the cart was fixed.
*added the teleport trigger which will teleport all players that are on first red spawn to the second spawn.

Notes:
on the next version i will do some changes on point C building around the second area and i will change last a bit . Also expect to see some small changes to the first point especially to the first blue spawn. i would like to redo the first blue spawn cause its very casually put together and i dont really like it. secondly on the first area i am planning on changing 2 buildings a bit just to fit with the area better such as the building which is close to the cliff + to the waterfall.
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In this Version :
* Point B Was Almost completely redone. (reason: the previous second was uninteresting to play on.)
* The Path To get from Point B --> C Was Changed.
* Added some clip to some areas.
*the way to go to the point C cellar was changed.
*now both teams red and blue share the same spawn. red until point is capped and blue team after the cap point 3.
* owing to the name of the map - cliffedge- i decided to add more cliff to the map so i did.

On the next version and last for alpha hopefully if everything goes as planned i will : fix some general issues with the map , change point C Second area , Change Last A bit ( i will change 1-2 buildings , make it smaller and change the red's spawn.) and maybe i will do some changes to point A second building close to the waterfall.

Notes:
As you may know, the reason i keep changes stuff on my map is that i don't like how it looked previously. So i took a month almost to think and come up with an awesome in my opinion design for the new second point which i think looks and plays pretty good.
anyway, my goal is to finish beta 1 as soon is possible and prepare a halloween version for the map. i have already the logic set up so i dont have to do too much on this.
in this version:

*last was redone.
*first point's buildings were changed.
*detailed some small places on the map.
*fixed some issues with the map.
*added more clip.
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in this version of the map:
*i redone last.
*the second and third blue spawn was moved a bit futher back each.
*changed some things based on community feedback.
*added some textures on point 3.
*added a new spawn for red team at point 3.
*added more clip etc.

Notes:
it tooks me a long time to redo the last point and i hope it works fine if it doesnt which i am almost sure i doesn't cause i played the map some times with bots in order to see how the map works if anything is wrong and stuff i didnt like much the new last and i was thinking to have like a cliff where the cart falls and thats the last but i dont know if that would be a good idea. also if you do play the new version tell me your opinion about the new changes and especially what i should do with the last point.
i tried more than 13 different plans which failed. i didnt like how they turned out and the last you see on your screen is the final plan i came up with.
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