Miami

Miami a5a

Packed the map incorrectly, should work fine now.
Theming changed from being set in Las Vegas to Miami because I thought it would thematically make more sense. Slight layout and lighting changes.
  • The main road in the map is now visually bigger.
    • Cleaned up some of the geometry for it.
  • Map is now set in Miami, Florida.
  • The second ramp from rocket to the second shotgun spawn has now been removed. You can still jump from the shotgun spawn to the rocket area though.
Completely redone layout. Now has three powerups (Shield, Crits, and Mega Health) with dm_bloodcovenant's spawn times. Car jump pads have mostly been replaced but will probably be added back in the next version after some playtesting.
Additional changes to some weapon spawns, and one experimental change utilizing powerups and logic. Some additional adjustments recommended by Za ChelBom.
  • Invisibility powerup spawn has been replaced with a powerup spawn that randomly shuffles between powerups, except for Mega Health.
    • Powerup durations are 20 seconds each.
  • Grenade launcher spawn is now next to the cycling powerups.
  • Adjusted the pills next to the Saw Ballista, being further away from the couches.
    • This should make them easier to collect and should prevent accidentally bumping into the couch props.
  • Pillar and the section next to the railgun and revolver spawn now has proper player clipping.
Last minute change.
  • Added a connecting ventilation room to the two offices.
Significant changes to the layout to incentivize better flow and less spacious combat, previous version deemed too big even for higher playercounts.
  • Section that lead to the Saw Ballista and had various jump pads in has been removed, and instead has 2 teleporters that lead into where the previous one was, and the second floor teleporter that now leads back to the middle section.
  • Saw Ballista is now towards the middle, rather than in a secluded section.
  • The fences near where the chainsaw spawns has now been removed.
  • Grenade launcher is now in-between the SSG spawn and and lightning gun spawn.
  • Railgun is now closer to the full heath kit with a shotgun replacing it's previous position.
  • Removed empty spaces.
    • This should make the map less needlessly spacious, and with its current size should (hopefully) have fights being closer together.
"Next version probably wont be released until proper playtesting is done."

I lied. Anyways, this version should probably be the definitive one until actual playtesting is made (for real this time).

  • Pills, ammo kits, and health kits have significantly been adjusted and rearranged around the map.
    • Should incentivize falling back to certain areas and going into areas you wouldn't normally go into without them.
    • Added overlays to said entities.
  • Teleporters now make sounds.
  • Small lighting adjustments again, should be go to go for now.
Small adjustments.
  • Improved visibility in buildings.
  • City jump pad vents no longer compensate for speed.
Next version probably wont be released until proper playtesting is done.
Somewhat significant changes.
  • Pills added and adjusted, will probably do some more adjusting later once proper playtesting is done.
  • Significant lighting changes.
    • Map is no longer extremely dark, and now has much brighter and well lit areas.
  • No longer being adjusted for infection mode, now caters towards regular deathmatch mode.
  • Name changed from Highblood to Vegas.

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