Schism

Schism A26

  • Added icons for the points in the HUD
  • Further brightened the lighting in the dark world to assist team recognition
  • Swapped out the bridges to the side buildings for ramps in the dark world
  • Shortened the spires and lowered the central bridge in the light world
  • Adjusted the walls around the point; made taller in the light world and shorter in the dark world
  • Minor texture changes
  • Control points now cap in 10 seconds at 1x rate, rather than 24 seconds
  • Teams' round timers are now set to 2:00, rather than 3:00
  • Players now have a 50/50 chance of spawning in either world, rather than always spawning in the light world
  • The dark world's lighting has been brightened significantly so as to improve team recognition
  • The outer edges of the main combat area have been pulled inward
  • Portal platforms have been sunk lower into the ground to keep players from getting caught on their edges
  • The ramp rooms have been enlarged so that players won't get caught on the catwalks when warping
  • Spawn rooms have been elevated to help spawning players push out against campers
After a playtest in which the concept was deemed good but the layout a complete write-off, I spent the better part of two days completely remaking the map from scratch. This new version is less dev-texture-y, has a (hopefully) improved layout, twice as many portals, better lighting, and is slightly larger overall.

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Improved lighting on the dark world and added pickups throughout the map. Light world pickups restore more health and dark world pickups restore more ammo.

The changes are minor enough that I'm not bothering to update the images from revision A02.
Major overhaul of the map's layout into something actually viable for gameplay rather than merely a proof-of-concept. A good chunk of this was resurrected from my old koth_clearbridge prototype from the beginning of this year.

No pickups yet, however - I'm not quite sure where to put any. I'm rather new at mapping.

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Finally got the trigger_teleports working, so now we have functioning portals throughout the map, rudimentary as they are audiovisually. Along with some slight divergences in layout between the light and dark worlds; this is still very preliminary, but otherwise the first truly functioning version of the map.
Again, still just a proof of concept. No actual changes were made since last time to the map itself. I kept the VMF in the ZIP if you wanna poke around to see how I did things.

I guess I should actually say what this is now. One of the big concepts I did with this was create a two-point KotH map where either team's timer only ticks down while they own both points (if you play Splatoon, you'd be familiar with the concept from maps with two Splat Zones).

The other concept I did was... well, let's see if you can figure out what one of my favorite games of all time is~