Resource icon

Tetris a4

GAMEPLAY:
  • Added a spawn exit that leads to the leftmost route to the point.
  • Added a window to the open frame in the right side building.
  • Added an extra room that leads to the point.
  • Slightly increased the capture area.

MISCELANEOUS:
  • Fixed clipping issues.
  • Slightly shifted the sun to light the point more clearly.

Attachments

  • 20230903143959_1.jpg
    20230903143959_1.jpg
    256 KB · Views: 44
  • 20230903144031_1.jpg
    20230903144031_1.jpg
    173.6 KB · Views: 48
  • 20230903144046_1.jpg
    20230903144046_1.jpg
    170.8 KB · Views: 41
  • 20230903144108_1.jpg
    20230903144108_1.jpg
    249.9 KB · Views: 44
  • 20230903144124_1.jpg
    20230903144124_1.jpg
    171.1 KB · Views: 41
  • 20230903144142_1.jpg
    20230903144142_1.jpg
    127.6 KB · Views: 43
  • 20230903144438_1.jpg
    20230903144438_1.jpg
    327 KB · Views: 45
  • 20230903144231_1.jpg
    20230903144231_1.jpg
    204.8 KB · Views: 40
GAMEPLAY: I felt as if the map winner depended on whoever won the mid-fight, so I added some gameplay elements that will hopefully help allow for retakes.
  • Added a ledge and window to the indoor drop area.
  • Added a barrel jump behind the sheds next to the point.
  • Removed the post under the battlements.
  • Added an extra building to the diagonal exit of spawn to avoid a sightline.

MISCELANEOUS:
  • Changed the skybox and reverted the values to improve brightness.
  • Replaced the chicken fence wall with a security gate prop.

If you have any feedback my discord is spdr42, all feedback is greatly appreciated.

No screenshots available, using version A2A.
lol compiled without hdr it should be fine now

thanks logic_script 2022 in the tf2maps server for telling me this impossibly simple thing

Attachments

  • 20230829194037_1.jpg
    20230829194037_1.jpg
    206.9 KB · Views: 52
  • 20230829194100_1.jpg
    20230829194100_1.jpg
    150.5 KB · Views: 49
  • 20230829194120_1.jpg
    20230829194120_1.jpg
    202 KB · Views: 56
  • 20230829194138_1.jpg
    20230829194138_1.jpg
    125 KB · Views: 39
  • 20230829194257_1.jpg
    20230829194257_1.jpg
    210.8 KB · Views: 37
  • 20230829194457_1.jpg
    20230829194457_1.jpg
    228.1 KB · Views: 41
LIGHTING: Players were experiencing pitch dark indoors and way too bright outdoors, so I tried to fix* it.
  • Changed the skybox and lighting values.
  • Remade inside lights, indoor areas should be visible now.
(*If you play with HDR on it'll still be pretty bright outside, I'm not sure how to fix this. Just turn HDR off for the playtest since that's how I play anyway. If you have any lighting tips please DM me; my discord is spdr42.)

GAMEPLAY:
  • Removed the sheds on the point and replaced with fences and widened the "grass" side's opening.
  • Remade the flank routes to exit into either side's right side building to avoid a sightline.
  • Added a fence on the battlements to avoid a sightline.
  • Made the "grass" route to the point a small room and added a shed near the doorway point-side to avoid a sightline.
  • Added a fence near the spawns to avoid a sightline.

MISCELANEOUS:
  • Added a texture on the point to mark the capture area.
  • Fixed a few clipping issues.

If you have any feedback my discord is spdr42, all feedback is greatly appreciated.

No screenshots available, using version A1.