PL Wilson Project (Now with 100% less MSPA)

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
WILSON PROJECT (NOW 100% LESS MSPA)

BZ2 Download

BSP Download

SCREENSHOTS!
(If these temp screenshots suck, blame Prestige ::p: )

79394F71AC38C951B103523D5A6B9D021CB12E26

A40B841BE17A52ADA81D8DA491C2D1B3BCF60BE5

FE09A7E008EB3F2E081FE2AF9C3EE8FA69E3F5C5


THANKS LIST

A Boojum Snark.
Prestige
Jonah
 
Last edited:
Mar 23, 2010
1,872
1,696
you used my screenshots wrong, blame wilson.
 
Last edited:

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
I found the map to in general very open and dark in areas. Personally I think the first cap is too close to blue spawn. - I'd like to see some variation in the blue spawn too, you have 4 doors on one face with 2 heights. - I think you need a door facing a different direction to avoid camping snipers.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I think for first stage first cap it is not really that too close, i can move it a bit closer to the red area tough, should not be big issue. As for darkness, i think it might be your computer gamma levels, you are first one of these few playtests to complain darkness, tough i just in case increase the brightness and ambiance colors in next version.

I also agree with openness, seems after i modified the buildings from first version i open up some quite nasty sightlines, i might add some props on the way to the last point and add door to the stairwell room so snipers can't hang all the way back there sniping people.
For next version i probably just block off sightlines i managed to open up and other tweaks, i look into blue spawn after bigger test to see how bad the situation is at the moment.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Stage 1 Alpha 2

- Blocked off some major sightlines.
- Move cp1 a bit to give some extra time for red to push back to the cart.
- Added door to stairwell room to prevent snipers camping at the back of the room.
- Added wall at last cp to prevent snipers locking down exit from spawn from distance.
- Tried to fill some of the cp1 area as it is bit open.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Still too dark. hehe.- It was also laggy from your fast compile. Cp1 in my opinion is still too open. The map seems very narrow everywhere else. This makes blue have a hard time. Red seems to also have everything.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Yeah, wasn't best idea do fast compile without preparing map for such course of action, i do normal one next time even tough due some stuff it might take longer than usual.
No clue what to do with lightning really, i use goldrush lightning for now until i manage to find solution that is friendly for all gamma levels.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Boost the ambient lighting in your light_environment, that's why it's so dark. I was genuinely having trouble telling different teams apart, and one or two others on the server were agreeing about the darkness. It is fairly flat, and the sudden ramp up at the end is a bit weird, but overall I quite liked playing it
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Stage 1 Alpha 3

- Made ambient lightning much more brighter, should be more friendly towards lower gamma levels.
- Blocked off sightline from warehouse to blue spawn.
- Move cp1 forward even more, the distance should be now good without making it too hard to cap.
- Made area around tracks at cp1 less cramped.
- Due new location of the cp, i removed old sentry spot near the small ramp and made new one in the shack.
- Fixed clipping error at the window near last cp.
- Move the window by the last cp so it is not sniper's heaven.
- Add small med and ammo to last cp platform so red doesn't have to leave the area every time to get more ammo or health.

NOTE: The door issue at red spawn is still there, it is really strange and odd issue that i am not sure how to fix, right now you just have to deal with it as it is not THAT big of a issue looking at where the spawns are, i am sorry about this. :/