Schism

Schism A26

  • 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
  • Added an additional set of portals to the map (two light, one central dark) bringing the count from 8 to 11
  • Added a tunnel below the point that houses the new dark portal
  • The pickup areas below the buildings have been expanded to accommodate the new light portals
These are all placed in spots where players will hopefully notice and use them much more often and get them accommodated to the world-swapping mechanic. In addition:
  • Further reduced point capture time from 10 seconds to 6 in an effort to reduce stalemates
  • Swapped the floor and wall textures in the dark world to make the world seem darker without affecting the lighting
  • Added additional cover around the map