Rift

CTF Rift RC3

worMatty

Repacking Evangelist
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Jul 22, 2014
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Since you changed the base area I've only seen it played once with a small number of people. Maybe it could do with a bit more play testing.

Perhaps you should fix the minor things pointed out in feedback in the meantime and save large changes for a later time.
 

chemelia

yndersn't
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May 11, 2014
406
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We did do a test of b3 on a nearly full server, and it turned out that the new route was the ONLY route people wanted to take, because of the natural attraction to higher ground. So tw defense just plopped a sentry in there, and no one could get through. The addition to make attacking easier just made it harder, hence what I said about the map getting worse whenever I change something.
 

chemelia

yndersn't
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May 11, 2014
406
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[>--==-<|Beta 4|>-==--<]

-Reverted most of the changes made in Beta 3
-Added a flank route around mid
-Switched back to instant capping
-Removed ladders leading onto cap zone, added stairs
-Fixed dustmotes
-Converted most stair props to wooden ramps
-Fixed and changed some soundscapes
-Fixed some texture alignments
-Moved the rock at last area
-Re-added flag dispenser
-Added some barriers at mid
-Hopefully improved the optimization a bit
-Cleaned up some displacements
-Fixed some errors in the 3D sky
-Added some extra cover under the shack
-Added to the workshop!
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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We played this in a test on the Winged Bombardiers Class Warfare server, with about 16-20 people for a lot of it. Everyone really seemed to enjoy the map, and I know I had a lot more fun than I did testing the older versions.

That being said, there's an issue that really stuck out to me. People rarely pushed into the cap zone through the upper level. As a result, everyone was always at a height disadvantage trying to move in.

GL50r3w.jpg


...probably because the only up there is through this area. The other ways into the cap zone are a lot quicker, safer and easier to make it to, and you're less likely to die while you were moving in through those. The ramps leading up here are more out of the way and intersect with the faster routes, making it less desirable and resulting in a chunk of the map remaining largely unused.

My recommendation? Put a ramp where that rock prop currently is. A quicker way to move between the height levels will highlight this route a lot more.
 

chemelia

yndersn't
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May 11, 2014
406
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[>--==-<|Beta 5|>-==--<]
-Huge optimization pass
-Completely destroyed and rebuilt the 3D skybox(twice)
-Fixed some clipping
-Changed around healthkit amounts
-A bit of detailing progression
-Scaled up the pyramid
-Removed a metric shitton of prop clutter
-Added a couple ramps
-Removed the water(this was not on purpose, the water just disappeared on compile, hopefully it'll be back in the next version[Unless it's a change for the better])
-Rotated the bomb pedestal to encourage even route taking-ness
-Did some density-of-detail shtuff
-Increased flag dispenser's range
-Added a platform near the pyramid to help with defense
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,257
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Sounds like a good bunch of changes. I look forward to playing it.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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Your skybox boundary is noticeably right at the edge of the playable area. Most maps have a bit of a "buffer zone" if you will, which also serves the function of allowing bullets or projectiles to get farther away from players before they disappear. For immersion purposes.

With 3D skyboxes turned off:
kPTDNtQ.jpg


I'd also recommend making the buildings that make up the temple taller. It's really easy to see what's being rendered from where at any given point on the map.
Most immediate example?
04DvUiV.jpg

jXT9miu.jpg


Then there's this.
6wZtcSf.jpg


Also, I don't really feel like this roof or the tower fit with the theme of the rest of the map, especially the crenelation on top of the tower. Maybe look at what Angkor does with its visible roofs.
FmpCo9o.jpg


EDIT: Also, there should be visual inlets or non-accessible tunnels at either end of this bridge. Right now it looks like it could never have been used.
VkzdXUw.jpg
 
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chemelia

yndersn't
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May 11, 2014
406
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Well, I've decided I'm going to take yet another break from working on this map, and probably mapping as a whole(at least after the 72hr contest) for a while. I just don't really know where to go with this map, but I've put way too much time into it to just up and abandon it forever.

A few people have mentioned in steam chat that they'd like to try their hand at detailing this map better than I have, and I told them I would hand out the vmf as soon as I was comfortable with how the map played. Since I don't know if I'll reach that point anytime soon, I've attached the vmf of B6, the latest version, on the main thread(B6 was done and uploaded, but I never updated this thread for it). I guess if anyone would like to rip out some detailing or find out how did anything, they could use the vmf for that as well.

Thanks for all your time.
 
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chemelia

yndersn't
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May 11, 2014
406
619
PASS_RIFT_B7A

The ctf_rift you know and love/hate/are impartial of is back, but now with more balls! New gamemode, plus some super secret layout tweaks made for the ctf version!


DOWNLOAD NOW

p.s. I'll be releasing the ctf version of b7a soon-ish
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
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PASS_RIFT_B7A

The ctf_rift you know and love/hate/are impartial of is back, but now with more balls! New gamemode, plus some super secret layout tweaks made for the ctf version!


DOWNLOAD NOW

p.s. I'll be releasing the ctf version of b7a soon-ish

Awesome! I have a feeling that this should play well in PASS Time.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
PASS_RIFT_B8

-Detail improvements
-Vis issues fixed
-New 3D skybox
-Added passtime goal props
-New skybox texture/lighting
-Resolved packing issues
-I swear I'll release the ctf version
-Ball now drops from blimp
-Jump pads

B18B0904F7CCF89638645E662450F38C34DD972F


DOWNLOAD NOW
 
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chemelia

yndersn't
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May 11, 2014
406
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It's back!

<|-[=(-{B9A}-)=]-|>


MAJOR
-Switched gamemode back to Invade CTF
-There are now 3 separate goals which must be capped in order(Diagonal wall, Tower, Pyramid)
-Increased overall spawn times

MINOR
-Detail & lighting improvements
-3D sky improvements
-Probably definitely some stuff I've forgotten

Read the rest of this update entry...
 
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chemelia

yndersn't
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May 11, 2014
406
619
Rift isn't dead!

I am working somewhat steadily on B10, which will include a switch back to classic Invade CTF(where it'll hopefully stay until RC), a host of small detail improvements, and a rearranged last area. Here's a sneaky-peeky image of what you can expect:

06AB6BBD331F0C0543136FE624356D858AE92803




P.S. I'm also looking for a new name for the map. If anyone has any actual suggestions, feel free to message me or post them here.