Schism

Schism A27

Been a long time since I touched this. Figured I'd spin up this newfangled Hammer++ and give it a whirl.

  • A ghost hologram is now visible above the control point alongside the normal hologram, reflecting its ownership in the other world
  • Similarly, ghosts of geometry in the other world can now be faintly seen (preliminary effect)
  • The point icons on the HUD have been redone
  • The dark world will slowly drain players' health over time, very gently (1HP every 1.5 seconds) on this first iteration just to test the concept out; dying to this effect results in your character disintegrating
  • Rails have been added to the sides of the mezzanine in the dark world
  • The curve of the central mezzanine has been smoothed out
  • The steps leading up to the spawn room's side door have been made easier to step onto from the side
  • Removed the small pits behind the central dark portal
  • Redesigned the center pit to have a bridge across it rather than a wall on one side; should make it easier to get around on the first floor in the dark world (the packs near the pit are now on said bridge)
  • Deathpits now have subtle illumination of a different hue to the rest of the dark world to help players see them better
  • Turned the ramps in the spawn areas to face the spawns so that players will be inclined to use them more
  • Removed the shutter doors in the main entrances to the lobbies
  • Enlarged the doors on the side entrances to the lobbies and made the side area of the lobby less cramped overall
  • Thinned out all the metal walkways on the map
  • Enlarged the second-floor doorways somewhat
  • Added minor detailing in areas that I'm feeling confident I won't be changing; primarily this is trim on certain metal walkways, changing floor ramps in the spawn areas to stairs, and adding thresholds in doorways between areas with different floors
  • Portals now make noise when used; a whooshing noise at the entrance and a crackle at the exit (both for the user)
  • The dark world is now littered with deadly pits around key areas
  • Health and ammo packs have been shuffled around somewhat; packs in the dark world have been made more scarce and are generally near hazards
  • The spawn area has been slightly rejiggered to encourage players to use the side routes more
  • The grates between the lobby floors in the light world no longer allow explosion damage through them
  • The shutter doors heading into the lobby are now windowed for the spawning team to help them push out
  • Separated the lower and upper levels of the team lobbies in the light world, preventing the opposing team from shooting down into the spawn doors; the ramp still exists in the dark world, meaning you can use the portals to get to the upper level
  • Added more cover to the lower lobby levels
  • Moved the spawn areas upward to give spawning players more of an advantage against intruders
  • Exit portals now have a slight repulsion effect
  • Portals will now pull in close players to help prevent "whiffing" a portal you're trying to enter
  • Going through a portal will now grant 1.5 seconds of Über to let players safely get their bearings and drive off campers
  • Preliminary texturing throughout the map to help differentiate areas; light world uses clean, intact materials whereas dark world has a worn-down, broken look
  • Improved lighting in both worlds; light world is much brighter while dark world is marginally brighter, but both should look much more distinct from each other
  • Made upper route out of the spawn areas more obvious
  • Updated beginning-of-round instructions to let players know the gimmick of the map
Last playtest was rather promising; this should solve what problems are left with the dual-world mechanic and if the actual layout itself stands up to scrutiny without any other distractions, the map could be entering beta next revision.

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Enlarged the map and modified the layout somewhat after the previous revision was considered too cramped. Was planning to add a brief Über-on-teleport effect, but couldn't figure it out in time for testing; that'll have to wait for the next revision.
Thanks to FissionMetroid for providing the particles from Spookeyridge for the portals. I also did a lighting pass to go with it and fixed a collision bug when using the center dark portal.

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Last layout of the map was said to be unsalvageable and that I should probably just start over again. So I decided to go for a smaller indoor map this time. Hopefully this should play nicer with the dual-world formula.

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For some reason the original A15 isn't registering in Vbot.
  • Removed paths behind buildings, replacing them directly with the dark portal chambers they would lead to
  • Said chambers now connect directly to the buildings
  • Buildings no longer have climbable roofs
  • Replaced floor texture of dark world with a darker texture
  • Replaced teleporters in spawn rooms with actual portals
  • Portals cause a brief flash on players' screens when entering them
  • Modified geometry around mid to add more complexity and cover and differentiate the worlds
  • [Missed last update] Updated HUD icons for points