Tidepool

Tidepool 2025-05-20

Forgot to add the water back into the map
Fixed some broken logic and added occluders and viewportals. Didn't seem worth making a full update for.
Extended Point B and shrank Point C, since those are the most and least well received parts of the map, respectively.

Also, the shark can now bite you and is no longer driving a car
  • Shrank the size of the cart so players no longer get pushed into walls when the cart turns.
  • Decreased the brightness of Spawn 1
  • The railing props around Point A no longer eat projectiles
  • Moved Point A away from the walls to prevent players from capping with total cover
  • The seals no longer bleed
  • Made the battlements exit more visible in Spawn 2
  • Fixed some props being too close to the cart near Point B
  • Added collision to the giant pipes above Point B
  • Red team now properly spawns in Spawn 3 instead of defaulting to Spawn 4
  • Completely remade Point C, since no one enjoyed it before
  • Shrank the rollback zone on Point D
  • Added a func_respawnroomvisualizer to the sewers exit in Spawn 4, to stop Blue team from entering Red spawn
  • Replaced the chain-link fence with buoys to denote the edge of the map
A small update; I just added catwalks in the cavern.
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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