plr_dipper

plr_dipper a7a

- fixed some nodraw
- fixed some lights
- moved some hint brushes around
- Renamed from plr_dotmd72 to plr_dipper
- Fixed some misplaced props & misaligned textures
- Fixed some holes in walls
- Added a telescope

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- Added walls on mid to make the cart starting area a bit safer, blocking sightlines
- Reworked the area at the back of the map. There's now a building at the top of the middle ramp and new spaces behind.
- Raised platforms in the diag rooms have been made bigger

- Corrected an issue with the first rollback zone not being entirely symmetrical.
- Cart speed is now halved when on rollback zones
- Fixed a bug where blu team's cart couldn't be defended

- Removed small health and small ammo pack from room where the cart starts
- Reduced medium health kits in drop down shacks to smalls
- Health/ammo at the back of the map has been adjusted for the new layout.

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=== Post-jam update ===

- Reverted to the dev textures of a3. The a4 textures were rushed in the last couple of hours of the jam and I'd rather go back and texture everything properly later when the layout is more refined.
- Remade the spawn area, the yard in front of the original spawn building (and all other buildings in front) are now accessible by both teams.
- The old spawn was kind of like if viaduct's spawn room covered the entire yard and the connectors to the yard which was really weird and confusing.
- This should nerf the sniper balcony slightly as the enemy team can get behind. It should also make it slightly easier to push the cart when it's on the ramp close to spawn as you can push the defending team further back. To counter this slightly I have...
- Made the small ramp near the enemy spawn a rollback zone.
- To compensate for the weaker spawns.
- Readded the medium health kit in the tower, inside a small cubby hole.
- Might be optimised slightly better? I still have no idea what I'm doing in terms of optimisation so I'm a bit worried I've just made things slightly worse but we'll see.
- Kill trigger doesn't persist after explosion
- More lights
- More asymmetry
a3 but with textures (except the few random places I missed oops)
and maybe 1 more light or something
- Clipped most of the roof over the cap point so you can still walk along there, but not go way up the ramp gaining too much advantage over the last/the balcony. There's a railing to show how far you can go
- ""Optimisation""
- Increased size of door triggers
- Clipping fixes
- More lighting
- Moved some spawn exits back
- Added cart explosions so Thewtus doesn't get stuck on the cart, they just die instead
- Reduced medium ammo in cart starting room to a small
- Removed the medium med kit in the central tower
- Added sirens on the rollback leading up to the final cap
- I wanted the tall diagonal building to be more defendable/more interesting so added a raised platform
- Moved cart track away from some walls

Just over 4 hours left, will there be time for a4??
- Fixed ldr fullbright issue
(- Updated my version of compilepal)
- Clipping fixes
- Leaving the slanted roof over the cap point unclipped was intentional, but might clip it off if it feels too powerful
- Mirroring fixes
- Changed the doors at spawn and near where the cart starts to make it more obvious they won't open
- Added some rocks near the cart crossing
- Few more lights
- Changed signs at spawn to encourage people to take the main route out, rather than the side exit
- Added a doorway leading from spawn to the capture point via the windowed side route
-Scattered a few more props around