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rd_uplink c1

Well, finally, at long last. A definitively complete version of this map... been working on this for so long, and to finally get what I can call a complete version out the door feels rather strange. Here's hoping that nothing is broken!

Thanks to whoever had the idea for spring cleaning, as it finally gave me the motivation I sorely needed.

(Sorry for no screenshots right now, I have to rush off in a few minutes. Will probably get around to putting some up afterwards. Have this from the loading screen though!)

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-Fixed areaportal error in entrance to core room near RED spawn
-Added even more optimisation stuff
-Edited the A robot path slightly to make them spend more time around exposed side of the trucks, to allow attackers to get at them just that little bit easier
-Updated .nav file
-Fixed some overlays not displaying under health and ammo in core vault side room
-Fixed clipping issue on blue side
-More optimisation
-Fixed missing overlay under health in mid
-Added clipping on the gate bits between A and B
-Totally reworked the L-shaped building between A and B into something that will hopefully allow defenders to push back a bit better when enemies overrun A (it was too easy for the attacking team to push into A and keep the opposing team holed up behind the A-B choke)
-Worked on some optimisation

So, it's really late and I should be going to bed right now, I'm just putting this up so I can get the edits tested, can't provide screenshots or the usual video right now. I shall get around to it tomorrow!
Totally reworked. I had to change a lot, so really and honestly this is almost a different map entirely. Kinda feels bad, because I liked what I had before, but it sadly just wasn't working, and besides RD needs a linear map for the little thief tracker to even work. Setting is changed, though the idea of it having to do with connection to satellites is still present, now being a location along a cable pipeline with a radio tower and satellite dish at mid.

-Linear design instead of confusingly curving in on itself in bases
-Rotationally symmetrical instead of mirrored
-Layout is totally different.

...I'm still really unsure if what I've done is right or not. I don't know if I should have just called it something new, being so different, but all I can hope for is that I won't have to totally rework it all again... ^^;;
-Moved C robots to where the a2 spawn locations were, making a more open area there
-Lighting changes in core room, along with small skylights added in said room
-Moved spawnrooms back into the base a little more
-Changed a few small things to create better player flow
-Added a few more overlays
-Removed a medium ammo pack from blue team's B room that I forgot to delete when making a2 originally
-Removed the crouch-jump obstacle that made it more annoying to get into core room end of vents than anything helpful
-Re-added doorway in B room to flank route from A->B to allow better attacking of B
-Added another, more covered doorway into B next to the main big entrance from A
-Window on room overlooking B room was made taller to make it clearer the C robots are inside
-Small health pack on large scaffolding/catwalk ramp inside B has been changed to a medium health pack
-Slight detail additions
-A few sound tweaks
-Spawns were moved a bit, back into the base, in a whole new corridor that starts from old spawn location, goes past window overlooking B area, past spawns, and down a ramp out to new courtyard linking to B (mentioned again later)
-B room was expanded
-B robot paths are slightly shifted
-B room has a few crates added, existing one moved
-The ramp just inside the front door to B has been removed.
-Small route that once connected A to B has been lengthened, now the route connects from A to a new courtyard area that is linked to B. A window is added in the B room that looks into the route to give people more awareness. The route is also now being 3-way, to lead to the new rooms mentioned just below
-A new route was added over in mid to allow flanking from your base to the other from a new room off the end near the exit inside of each base
-You can now go around the back of the small mid building
-The [radio] tower has had many improvements, including having some collision and bullet blocking (bullet blocking only on main four beams, collision on beams and cross-sections and top). You can climb it if you're good enough, and will hear a fitting soundscape while perched on it. Also casts a shadow, though this is very soft and hardly noticeable (sadly)
-A few soundscape changes to allow the sounds on the tower to be the only ones heard at mid when on the tower, and to make it not so unexplainably noisy in the B room
-Minor pickup location shifts
-Small lighting tweak in core/flag room

After these changes, the amount of time from getting to and from key locations is closer, and in some cases exceeds, the times for said locations' counterparts in asteroid; this was one of the key goals, along with providing players more ways to move around the map.
Fixed the issue, and this time I loaded it up to confirm it's all working before uploading.
-Made it so red team can't open the blue team spawn door anymore (messed up filter name)
-Added patch overlays on the ground under the ammo and health pickups
-Added a window on both sides of the little building in mid to make it clearer there is a medium health pack inside
-Made the vault lighting prop show up when the core isn't taken
-Hopefully stopped the blue C robots from getting stuck outside the spawn doors trying to go under the ramp into the vents
-Packed that missing texture
-Made the radio tower in mid slightly less scaled down
-More optimisation