Upland

CP Upland RC4

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Had a brainwave during the 2f2f test just now. Managed to get it working after a lot of tinkering in Hammer and 3ds Max...

The active point (to attack or defend) now has a glow! This should help players considerably:

fiXwb.jpg
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
We're still working hard on upland_b1, I just wanted to post some shots of how its been going so far. We're shooting for b1's release next weekend.

And if you spot any minor graphical errors like black props, well, thats why its next weekend and not this one! (also the skybox hasn't really been touched yet)

eESif.jpg

Point A from the defending side.

CGORn.jpg

Point C from the attacking sniper vantage point.

zvKDJ.jpg

Path to D and the other side of the yard under C.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
that last screenshot looks a bit plain in comparison to first two :p

Unless you have specific suggestions i find it's largely pointless to just say something looks plain. Chances are the author already knows this; after all, it's barely into beta so there will be gaps in detail. People telling you "something looks plain" is probably the most annoying and unhelpful feedback you can get. At least wait until late beta when it's more likely to be an oversight or if you must point it out, provide something constructive like a paint over of recommended aesthetics.

Also i approve of the CP glow. Usually i'd have said it shouldn't have been necassery but with the F2P players causing a storm at the moment it's probably for the best.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Yeah we know. I really like that shot because of how the path to D is framed and the stairs and the height variations even on the yard below the point. Upward is actually pretty sparse with dressings on the higher buildings as well, its just not as noticeable while you're playing it. The first upward shots I saw I was concerned it'd be another undetailed map like Badwater, but once I played it I realized I didn't care visually about those buildings, just that they were there.

Also i approve of the CP glow. Usually i'd have said it shouldn't have been necassery but with the F2P players causing a storm at the moment it's probably for the best.

I think regardless its somewhat necessary for the steel gamemode, its inherently confusing and you change directions a lot. Having a glow landmark like each point for where you're supposed to go really helps alleviate that confusion, even after you learn the layout. Plus like you said it's really good for people who are just experiencing the map for the first time.
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
b2 is out now:

- Remade A-D (A-E-D) route
- Fixed the overtime bug
- More detail, clipping and optimisation

e1B1m.jpg


8SyZ0.jpg


rsByV.jpg


This simplifies the A-D route and also makes better use and improves the flow of the way into E.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Playtested this yesterday and everything went super well. Blue might be able to get to E a little bit too fast but I dunno if its a big problem. People are starting to learn the layout and keep ambushing me :(

We're moving on to detail work for the plateau the map sits on and the skybox now.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Bump, b3 is out now. Still running frequent tests on 2f2f which are going very well. Hampshire Heavies coming up soon, and will try and get it in a gameday.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
It's not a huge update but it did address some of the things that were brought up in that particular test. Up to you if you want to run it again, I'd obviously like it to be though.

Also re the teleporter glitch, that's weird and I haven't seen it happen, though it did happen in Konkreet, which we fixed, so maybe it carried over from that once the map changed. I'll take a look though, just in case.
 
Mar 23, 2010
1,872
1,696
was good. E was more fun that most steel E's. yay 2 spire points. death pit in the middle of everything at A was kind of annoying in a lolzy way. really liked this map.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
I think you could maybe use just a touch more signage directing players between the points. A few times I followed a sign to one of the points and got lost before I could find the next one. No specific locations to point out, sorry.

I love the vertical play around B and C.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
I think you could maybe use just a touch more signage directing players between the points. A few times I followed a sign to one of the points and got lost before I could find the next one. No specific locations to point out, sorry.

I love the vertical play around B and C.

Well, what was the point you were heading towards and from where?

was good. E was more fun that most steel E's. yay 2 spire points. death pit in the middle of everything at A was kind of annoying in a lolzy way. really liked this map.

It used to go almost entirely around the point. The lower ledge was added because it was a bit excessive.