This map is a three-stage attack/defend CP map that has a sort of downward, deeper flow to it (hence the name I guess). BLU is trying to invade the REDs' facility, situated inside a mountain. The theme starts with the forest/mountain theme but moves to a construction theme and eventually a spytechy theme as the stages progress, which is supposed to show how BLU gets closer and closer to the final goal, which is the 6th point (the theme of which I won't spoil in here in case anyone actually plays this).
It's a really "full" and rather complete (beta) map (meaning that is has lots of "stuff" in it, not that it's finished) and is by no means without flaw of course. To save some time, here's a list of major issues and problems I will admit exist.
1) It is generally too open. I tried to mitigate this by adding some leveling on most points but I don't think it worked out that well. There should be at least some decent cover though. I'm not sure how this will really affect the gameplay. That is, if it will be totally unplayable or just in need of adjustment, so I'm posting it here to find out.
2) Because of (1), it isn't terribly visually optimizable. I have optimized as best as I can think to with the geometry present. It seems to run pretty well for me, but maybe it's horrible for others. That's why I'm posting it here: to find out.
3) Yes, the 4th point moves. Before people bandwagon flame that decision, keep in mind that valve has been including more dynamic stuff lately (e.g. hightower, thundermountain, and the fact that you're supposed to stand on the cart anyway) and so long as this type of stuff isn't moving super fast, it doesn't seem like that big a deal. There is a very slight amount of jitter but I felt it was negligible, and a reasonable price to pay to achieve such a gameplay dynamic and uniqueness. If real server play proves all of this to be a bad decision, I have backup plans for it. But try it out.
4) The lighting is often unbalanced. Since this is primarily an "inside" map, getting the correct balance of light and dark and transitions from one to another with artificial lights was a challenge. To get something releasable for testing, I got it to where I think it is "good enough".
5) Some central elements (3rd and 5th point visual center pieces) should be properly modeled. I'm not a modeler so they are what they are for now.
There are a lot of little aesthetic issues, mainly related to (4) which can be addressed later.
I didn't mean for it to be as gimmicky as it turned out but I'm kind of sick of working on it for now and just want to get some feedback finally. Thanks in advance if you check it out.
Edit: Some overheads:
The map is rather vertically oriented so side-views would be useful as well but I don't want to dump everything as it might just get confusing.
It's a really "full" and rather complete (beta) map (meaning that is has lots of "stuff" in it, not that it's finished) and is by no means without flaw of course. To save some time, here's a list of major issues and problems I will admit exist.
1) It is generally too open. I tried to mitigate this by adding some leveling on most points but I don't think it worked out that well. There should be at least some decent cover though. I'm not sure how this will really affect the gameplay. That is, if it will be totally unplayable or just in need of adjustment, so I'm posting it here to find out.
2) Because of (1), it isn't terribly visually optimizable. I have optimized as best as I can think to with the geometry present. It seems to run pretty well for me, but maybe it's horrible for others. That's why I'm posting it here: to find out.
3) Yes, the 4th point moves. Before people bandwagon flame that decision, keep in mind that valve has been including more dynamic stuff lately (e.g. hightower, thundermountain, and the fact that you're supposed to stand on the cart anyway) and so long as this type of stuff isn't moving super fast, it doesn't seem like that big a deal. There is a very slight amount of jitter but I felt it was negligible, and a reasonable price to pay to achieve such a gameplay dynamic and uniqueness. If real server play proves all of this to be a bad decision, I have backup plans for it. But try it out.
4) The lighting is often unbalanced. Since this is primarily an "inside" map, getting the correct balance of light and dark and transitions from one to another with artificial lights was a challenge. To get something releasable for testing, I got it to where I think it is "good enough".
5) Some central elements (3rd and 5th point visual center pieces) should be properly modeled. I'm not a modeler so they are what they are for now.
There are a lot of little aesthetic issues, mainly related to (4) which can be addressed later.
I didn't mean for it to be as gimmicky as it turned out but I'm kind of sick of working on it for now and just want to get some feedback finally. Thanks in advance if you check it out.
Edit: Some overheads:


The map is rather vertically oriented so side-views would be useful as well but I don't want to dump everything as it might just get confusing.
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