Turbine v2

CTF Turbine re-artpass Alpha 6

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Dis guy?

cartw.png


(It's actually in props_well, by the way.)

Yes that guy. He's cute.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I see. Wait, so you actually can jump up using that clip? Because I've tried it before and it doesn't seem to work. I just very slowly slide off.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I see. Wait, so you actually can jump up using that clip? Because I've tried it before and it doesn't seem to work. I just very slowly slide off.

You actually can jump, but you need to crouch jump and keep crouched, so you can have a little bit more of space to land on the top of it. Like crouch+jump, then quickly crouch.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, so I'm going to try releasing an A6 today since there's an exploit that desperately needs patched (somehow I removed the clip on the glass doors, so engies can build in the computer room), but Trotim also pointed out that he meant he wanted me to put the crate on the other side of the platform, so how's this look? Based on under-stage storage my old school had.

F29BCC600A259A644536B3228B008E914E91AB62


And am I overusing the handles-on-a-rolling-metal-door thing? Because I can easily remove them from the garage doors, but I like how they look here.
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
The handles look good, right where they should be. The entire artpass looks good, I like it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks fine to me. I'm not sure an engineer would leave a practical aspect off a design just because it looked off and that's a good way to look at these things. Some things should be repetitive.
 
Aug 23, 2008
404
380
Not that it matters, but I would have the area inside of the doors be a different texture (the basic concrete floor). Maybe with a trim to show where the door slides shut.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Now that I've thought about it, it occurs to me that if defenders really want to access the platform easily, they can always just drop down from the catwalks themselves. It's actually faster than going the other way around if you start from spawn. I might just ditch the crate and let players figure that out for themselves.

And on a related note, I'm starting to question whether it was even necessary to playerclip those pillars in the first place. Usually playerclips are supposed to be inconspicuous and make it possible to just glide past small protrusions that would be easy to avoid in real life. But these are 16 units thick; players are going to "feel" the unnatural force-field pushing them away from the pillars if they get too close. In contrast, I added pillars to the façades of the buildings that are just as thick, and nobody has complained yet that they're not clipped.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Get rid of them I'd say. The playerclips I mean. The crate is still a useful route up there for anyone who needs a medpack, so please keep it.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Now that I've thought about it, it occurs to me that if defenders really want to access the platform easily, they can always just drop down from the catwalks themselves. It's actually faster than going the other way around if you start from spawn. I might just ditch the crate and let players figure that out for themselves.

The crates + medkit are to help the attackers, not the defenders
 

Plazmataz

Banned
Jul 5, 2011
3
0
I'm a big fan of the work here. Turbine's a map with great potential, and I think it deserves the star treatment you're giving it. It's been a couple months since I've seen any changes here, but I'm praying it's a delay and not full-on abandonment! I hope to see more updates here soon.

I finally gave the alpha a download and spent a good half-hour on a thorough runaround. You've done some impressive detailing so far, I've got nothing to criticize there. The design liberties you've taken are also healthy; the new catwalk routes you've built are good-looking and right-feeling, as are the new stairs leading out of the resupply.

I think the only fuss I have to make is about the midpoint. Turbine's middle area has always had the potential to be a simple, elegant battleground. The shipping crates are perfect for this job, but the three turbine props in the center never fail to make me feel claustrophobic. I've never seen anyone in a match make any use of the space around them; it feels unavailable, and serves to squeeze all of the action up against the walls on the outside of the crates. The barrels and crates you've replaced them with are a slight improvement, but there's got to be a better way to utilize that space.

That said, I look forward to seeing how you finish out the artpass. I've been keeping a close eye on this thread for good while. Keep it up!
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm mostly going through a bout of mapper's block. I want to toss out the out-of-bounds Spytech hallway behind the platform and convert it into a courtyard, but that means developing the rest of the area outside the fence. I may just put in the windows and a basic building and leave the rest unfinished, just to get a proper A6 out in the meantime. I should have rushed out an A5A when I first caught the teleporter exploit, but I thought I could get more done.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Figured I'd slap an update together while I still have a functional SDK. Screenshots will have to wait until I regain access to a computer with a widescreen display, because I'm planning to finally update the OP and I want the best quality available. In the meantime, A6 is ready for download. Major changes include:

Out-of-bounds hallway has been removed and replaced with a very bare-bones preview of the courtyard that's going to be there eventually.

Teleporter exploit removed.

Added that prop to the upper hallway that Micnax wanted.

Committed that change to the under-platform storage that I teased earlier.

Here's hoping nothing's broken, because it probably ain't getting fixed for a while.
 

Plazmataz

Banned
Jul 5, 2011
3
0
The courtyard makes an enormous difference in the visual space; the amount of light coming in and the new flow of that corridor is fantastic. I look forward to seeing the artpass progress.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Yeah, funny thing about that light. Most of it is probably gonna be blocked once I put in the buildings. It's for the better, since otherwise one team's hallway would be a good deal brighter than the other. I guess there would still be some ambient light coming in by virtue of it being open to the skybox, but still.