Tidepool

Tidepool Alpha Release #12

Revamped Point D after playtest feedback:
  • Fixed Spawn 1's lights being too bright
  • Fixed gaps in the the doors of Spawn Room 1
  • Adjusted the vent passage so players don't drop directly into the water
  • Added a turn around Point A to block a particularly nasty sniper sightline
  • Fixed Spawn 2's lights being too bright
  • Added additional spawn locations to Spawns 2 and 3, so both teams spawn facing the right way
  • The cavern entrance is no longer one giant chokepoint
  • Fixed the cart shoving players into the walls of the cavern
  • Fixed Spawn 3's visualizer being visible to Blue when Blue uses that spawn
  • Removed the amount of health packs available around Point D
  • Elevated Spawn 4 and added a water-level exit
  • Added balconies and overhangs to Point D, to add verticality to
  • Removed a particularly nasty sniper sightline
  • Fixed the fishing boat eating player projectiles
  • (Temporary solution) Adjusted the fishing boat's collision mesh so it aligns better with the model. The next version will feature a proper collision mesh, instead of one hacked together from two dozen clip brushes
  • Added a rollback zone to Point D so Blue can't pinky-poke their way to victory
  • Added more debris on the docks to break up sniper sightlines
For the most part, I just textured everything. The basic map geometry is unchanged.
  • Added occluders in the walls so the entire map isn't rendering at once
  • Learned what func_detail was and decided to start using it
  • Replaced the balcony in the seal room with a vent
  • Locked a door in Spawn 3 to prevent Red from leaving in the wrong direction
  • Spy is now piloting a boat
  • Added textures around the entire map
    • The flank around the Point 1 courtyard is more obviously a loading bay
    • Point B is more obviously a beach
    • Point C is more obviously a cave
    • Point D now looks like a dock
Lots of feedback from the latest playtest, so I think I'm approaching the final map geometry here.
  • Pushed Spawn 3 back slightly and added more exits
  • Added a new flank route over Point C
  • Added clip brushes around the wall displacements around Point C
  • Fixed various displacement errors on the floor around Point C
  • Reduced the size of the fishing boat at Point D, since it was massively over-scaled
  • Added a broken section of the dock near Point D, to block a problematic sniper sightline
  • Added significantly more signs around Points B and C
  • Removed rocks around Point B to open up the area
  • Added a small flank route to the left of Point B
  • Removed the high ground in the corner of Point B and put a full medkit there. It's now easier to get to that medkit, but harder to get out
  • Removed two seals and added an ammo pack instead
  • Closed a gap in the crates around Point A, to prevent players from sniping through it
  • Removed some crates in the flank out of Spawn 1
  • Added a proper beach out-of-bounds behind Point B
  • Added a proper ocean out-of-bounds behind Point D
  • Added an entrance to underneath the docks outside of Spawn 4
  • Fixed a bug where players in Spawn 2 wouldn't get teleported to Spawn 3 when Point 1 is captured
  • Added a proper entrance to the cavern
  • Cleaned up displacements in the cavern
  • Added clip brushes behind the displacements in the cavern
  • Added another boat at the docks
  • Lit the underside of the docks slightly more
  • Added several ramps into and out of the water at the docks
  • Moved some pillars on the underside of the docks, to open up more routes
  • Added more ammo packs in the docks
  • Made the cavern look more like a cavern
  • Added more signs
  • Added more detail to the cart's path
  • Added rails to show the cart's path
  • Shrank the aquarium slightly
I've changed so much here that this might as well be a different map.
  • Significantly shortened the map. This is now a standard 4-point payload map.
  • Completely reworked the Point 2 tidepool area from the ground up.
  • Removed the beach area and its associated capture point entirely.
  • Shortened the cavern section.
  • Moved the docks to the opposite side of the cavern.
  • Added cover to the docks.
  • Raised the seafloor at the docks and added an area underneath the docks.
  • Added a fence blocking the sightline of Point 1's exit door.
  • Added a flank route to the left of Point 1's exit door.
  • Reworked Spawn 3 entirely - it is now much smaller and only has two exits.
  • Fixed Spawn 2 teleporting Red players who brushed up against the door without entering
  • Added many health packs and ammo packs to the map.
  • Added many, many more signs.
And if you're wondering what happened to alpha releases 5 and 6, they were also drastically reworked, but I wasn't really happy with either of them. So I didn't bother polishing them up and just left them as glitchy messes before moving on to the next version.

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-Fixed spawn rooms not teleporting players to the new spawn when the teams change spawn rooms
-Moved the "cart" lower to the ground, so it doesn't hover in mid-air
-Added a sea pumpkin cucumber exhibit
-Added more health and ammo packs around the map
-Added a beach house on the beach
-Added more cover on the last point
-Added more cover in the tidepool
-Reworked the maze of rooms on the ground floor of the aquarium
Reworked the first stage entirely, so it now somewhat resembles an aquarium if you look past the dev textures:
-Moved Capture Point 1 into the Aquarium
-Added a seal exhibit
-Added a toad exhibit
-Added catwalks above the aquarium floor
-Added a new flank on the ground floor around Capture Point 1
-Removed various sniper sightlines in the Aquarium
-Wondered what the hell I was thinking with the mess of doors that was Spawn 2 and replaced it with a more streamlined spawn
-Added barriers to Spawn 3 so it's obvious which way you're meant to exit
-Various door fixes
-Added giant pipes to the tidepool
-Added an additional flank route out of the tidepool
-Most importantly, I made the payload a shark.

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Added an env_tonemap_controller to satisfy Mecha Engineer
Fixed a bunch of missing models since I didn't know how to properly pack the map.