Uskuu

PL Uskuu A3

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Uskuu - RED is trying to repair their bridge, it's up to BLU to stop them.

Taking inspiration from various maps brings Uskuu! BLU has to reach RED's repair site, which has been closed off rather well. This single-stage payload map has every feature you might could maybe ever want (probably not, but still).

--Features--
  • Death pit! (cause why not?)
  • Cliff! (for your airblasting desires)
  • Doors! (Like Snowycoast)
  • Dynamic routes! (Like Badlands)
  • Single RED spawn! (Like Badlands)
  • Water! (Oh no!)



Pictures:
20161108203818_1.jpg 20161108203833_1.jpg 20161108203835_1.jpg 20161108203838_1.jpg 20161108203840_1.jpg 20161108203943_1.jpg 20161108204022_1.jpg 20161108204150_1.jpg 20161108204213_1.jpg
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
I'll have to check it out in a bit .3.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Review time!

20161110185507_1.jpg
You can build one sentry that can see all exits of the spawn

20161110185613_1.jpg
Is this a way to jump up, make it eaier and easier to notice as it.

20161110185619_1.jpg
This rope looks really weird, why is it hanging like this?

20161110185625_1.jpg
This fence is pretty useless, and don't makes alot of sense

20161110185633_1.jpg
The hole first area is pretty cramped, like most areas of the map

20161110185648_1.jpg
Like this one, pretty small again, and hard to navigate through

20161110185708_1.jpg
A pretty long snipershightline, that could make problems, not exactly sure but better to show it that not to say anything

20161110185753_1.jpg
Seems like pyro heaven to me, add some fences to the cliff ot make it wider so you don't fall of to often. Players don't like it to get killed more often by the enviroment than by actual players.

20161110185826_1.jpg
What is this plank even for? Nobody will use it, it doens't give you any advatages or makes you way shorter.

20161110185839_1.jpg
This is pretty plane, also it seems like this is there are only two routes to the next area, one of them is this tunnel, without any cover

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Fell down, this ledge, and wasn't very happy.

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For what is this dropdown, Red shouldn't flank Blu from last point into half of the map.

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This house is pretty cramped inside

Please optimize your map: There are many positions where the game reders huge part of the map that aren' visible:
20161110190637_1.jpg 20161110190648_1.jpg
20161110190708_1.jpg 20161110190702_1.jpg
20161110190728_1.jpg 20161110190733_1.jpg

I hope I could help you with this quick feedback and good luck with your map!

Yay, Level 5, 200 messages!
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
My Reply to Simulacron
1. I realize sentries can be op, but other maps have that same problem.
2. Ok.
3. That rope is part of the prop so idk.
4. It's an alpha so I haven't put the detail that would go behind that fence (The wall behind it is temporary)
5. Ok.
6. Changed it for A2.
7. It's justified by the fact that RED's spawn is moved waay back after that point is captured. BLU would have moved the cart a considerable amount of distance by the time RED sniper's get to a good spot.
8. Maybe. But what about the area right before 3rd cap on Upward?
9. Still less annoying than jumping over the gap.
10. Redesigned that whole area for A2.
11. That was on purpose for the lolz. :D
12. Did you even move the payload through? The gate get's locked after 2nd is capped.
13. Probably.
14. a) Idk. For the 1st pic I put area portals at those doorways, so idk why it's rendering the stuff to the left.
b) That's fixable.
c) Most of the things there are func_detail, so it makes sense all of it would be rendered :/
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
My Reply to Simulacron
1. I realize sentries can be op, but other maps have that same problem.
2. Ok.
3. That rope is part of the prop so idk.
4. It's an alpha so I haven't put the detail that would go behind that fence (The wall behind it is temporary)
5. Ok.
6. Changed it for A2.
7. It's justified by the fact that RED's spawn is moved waay back after that point is captured. BLU would have moved the cart a considerable amount of distance by the time RED sniper's get to a good spot.
8. Maybe. But what about the area right before 3rd cap on Upward?
9. Still less annoying than jumping over the gap.
10. Redesigned that whole area for A2.
11. That was on purpose for the lolz. :D
12. Did you even move the payload through? The gate get's locked after 2nd is capped.
13. Probably.
14. a) Idk. For the 1st pic I put area portals at those doorways, so idk why it's rendering the stuff to the left.
b) That's fixable.
c) Most of the things there are func_detail, so it makes sense all of it would be rendered :/
I just went through the map, and didn't moved the payload, so soory that I didn't realize that the gate gets looked. While I agree, that some of my points aren't that important, I think you should take distance from your opinion, that your map can make things wrong, if other maps also do so. If you want to create a good map, you must fix all problems and not just say, that "this-and-this-map" also has that problem. By this we won't get the best maps we can. However, I don't mean that all my tips are equal to problesm, as I said, I idin't played the map, just looked around, so imps and gamedays will decide what's good, and what doesn't work.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Woah there are alot of changes. Probably optimization is the most important one (maybe?). Either that, or the complete redesign of some areas. Hopefully I didn't make the sightlines worse :/

Read the changelog if you wanna (tl:dr at the end)

*Changelog*

>General Changes
-Some more optimization (still not perfect)
-Added 3D Skybox (Just for representation)
-Added env_sun
-Fixed/tweaked dynamic signs
-Fixed prop lighting

>BLU First Spawn
-Moved spawns to a new spot for better flow.
-Removed Right most window and made it a doorway

>Outside BLU First Spawn
-Changed some redundant detail
Modified connections between first area and second area.
-Wall is lower and is not clipped
-Gate is permanently open
-Added wooden plank to make it easier to get on dumptruck

>First BLU Building (choke)
-Raised main doorway walls (they were too low)
-Added alternate BLU route into choke for height advantage
-Slightly extended the platform on the ground.
-Removed tiny rollforward zone at the entrance to the choke.

>Area Around First Cap
-Removed forward door into BLU building with health/ammo
-Removed the ugly gate thing to block sightlines
-(justified by taking away some cover a sniper could have)
-Added uppper ground where BLU had a "porch"
-Changed the height advatange RED gets to match BLU's
-Made the bridge slightly more narrow
-Removed potentially OP sentry spot by adding a ledge and a crane
-Changed a medium health pack to small

>Second Cap
-Waterfall now has particles
-Added second waterfall for detail
-Scaled up water texture a bit

>Third Cap *Overhaul*
-Redesigned area between 3rd cap and final
-Reworked all flank routes
-Extended the barn
-Slighty moved the 3rd cap forward (towards BLU)
-Reworked all of the health/ammo placement
-Added much more detail

>Final Door Area
-Added warning lights to all the doors that close/open in that area
-Reworked prop positions

>Final Cap
-Fixed THE GAP (all hail the gap).
-Lowered roof over the train gates
-Extended covered bridge to the wall (where the gap was)
-Removed a chicken wire panel for less cover on the final bridge.
-Changed RED's outside window texture


tl:dr
Redesigned 1st cap and 3rd cap areas, added some detail, etc.

Pics:

20161113190528_1.jpg 20161113190601_1.jpg 20161113190607_1.jpg 20161113190621_1.jpg 20161113190626_1.jpg 20161113191006_1.jpg 20161113191019_1.jpg 20161113191039_1.jpg


Read the rest of this update entry...
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Realized there was a playerclip I forgot to change when redesigning the final door area. Needless to say, I fixed the resulting exploit.

(also tweaked 3d skybox a tiny bit)

Read the rest of this update entry...
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Most of the changes were around the ciff section, and the screenshots will reflect that.

>General
-Improved skybox
-Fixed some playerclips, made some props not solid, some smoothing
-More Signs
-More Detailing
-Adjusted Displacements
-Adjusted health and ammo
-Adjusted lighting

>First Cap
-Removed horrid sightline
-Fixed a flank route being open before first is capped
-Added clipping to the boxes over the minecart

>Second Cap
-Adjused waterfall particles
-Changed water texture

>*Area between 2nd and 3rd* (The most changes)
Reworked the cliff
-New building along cliff for flank routes and cover
-Added small building furthur back for BLU to use as cover
-Overall, the cliff is less of a hazard
>Third Cap
-Removed a fence that was in the way of the shed roof
-Adjusted the cliff area here also

>Final Cap
-Added a small cave for engineers to set up in (like in Badwater)
-Added water to the bottom of the flank route to B (to prevent fall damage)

Pics:
20161119172834_1.jpg 20161119173504_1.jpg 20161119172848_1.jpg 20161119172842_1.jpg 20161119172901_1.jpg

Read the rest of this update entry...