Stockpile

Stockpile A4

This is the biggest update yet. Many people have warned me about overscaling, so this is my attempt to combat these issues.
  • Scaling: I've basically shifted the entire map closer together, while making changes to the geometry and even layout. Both courtyards are now one and some rooms are smaller. The walking time to get to the point is 13.6 seconds.
  • Proper Clipping: Much better.
  • (Somewhat) Consistent Displacements: Yes! The only non consistent ones are on the edges and to save geometry. Apart from the outliers, it's nice and consistent now.
  • Layout changes: The sniper balcony has dramatically changed and a few siderooms too. As mentioned above, the outside segments have underwent the most change.
Thanks all.
Yes, you read that right! The containers are gone! Well, most of them. I kept in a very small amount of them that had a major impact on gameplay. Don't worry, most of them are gone. Here's a list of the changes this update:
  • Almost 90% of the containers are gone: Need I say more?
  • Psuedo-Detailing: I felt like my map needed that extra kick, you know? I've scattered about a few industrial panels and computer consoles.
  • Major Geometry Changes: You'll notice that the main warehouse has changed dramatically. The sniper balcony has been revamped and there is now a wall. You'll also notice changes in the sniper balcony access room and side rooms.
  • Height Variation: I fixed it! The sniper balcony now clocks in at 256 Hammer units and will not hurt you if you walk off. Hooray! I have also fixed up a few doors and lowered them.
  • Improved Displacements: I managed to find some time to fix up the displacements and smooth them out. They look a lot more natural now.
You might notice I haven't done anything I teased in the previous version. That's because I don't have enough feedback on the layout to start transforming it. As for the skyboxes, I'll get there. And cubemaps.
Hello all! I have been listening to all of your feedback, and have since made numerous changes to account for this. Here is a comprehensive list of the things I have changed and added in this update:

  • Prop Variety: One of the main pieces of feedback I have recieved is that my map was too boring with its props and needed more than just shipping containers. I have sprinkled numerous different props around the map, including crates, barrel palettes and various other props. Let me know if any more adjustments need to be made.
  • Proper Pickup Overlays: Yes, I fixed them. Health now has blue patches and ammo now has red. Rejoice.
  • Displacements: Finally, no more blocky snow! Well, we think it's snow. It might not be. Who knows, we could be standing on millions and millions of kilograms of Potassium Chloride!
  • Capture Zone Indication: People wanna know where they can cap, now they can.
  • Minor Texture and Geometry Fixes: Say goodbye to that annoying out of place nodraw texture! And I've polished up the textures for Blu and Red's respective sides as well as some troubling geometry.
The next update will probably arrive sometime this weekend. I'll give you a few teasers: Rooftops! Cubemaps! Higher skybox! Sewers...?