Propaganda

CP Propaganda b19

Quantum

L3: Member
Mar 31, 2016
119
99
-Slightly lowered the pavilion on mid.
-Simplified second by replacing the little house next to porch with hedges.
-Made cave more cave-like. I've made it smaller on the inside and reduced its footprint on second.
-Changed top right spawn on last so its harder to spam point from safety.

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Quantum

L3: Member
Mar 31, 2016
119
99
Now moving into beta! I feel confident now that theres not a whole lot that needs significant changes, so I've started detailing a bit.
-Windows!
-Changed the shape of some buildings for visual purposes.
-Fixed the smaller things Beater suggested.(lantern collision, shelf)
-Once again, either helped or hurt performance! Either way it's a feature, I swear.

Known issues:
-Stickies stick to nothing above the new wall on last.
-Collision on pipe near second point can be weird.
-Invisible wall around the forward spawn door on second.

Things I'm considering and would like feedback on: (Mostly things beater suggested)
-Moving forward spawns around to make sniper less powerful.
-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.
-Removing death pits on second.
-Shrinking the size of mid a bit.

I would absolutely love thoughts on the ideas above.

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Quantum

L3: Member
Mar 31, 2016
119
99
Improved clipping and shrunk size on building lips sticking out to try and simplify geometry.
Improved clipping on rocks on last.
Improved more general clipping. Hopefully its less awful trying to navigate the map.
Fixed exposed nodraw.
Removed wall on "alley" flank.
Moved both forward spawns around to the spots twiggy suggested.
Moved chimney slightly for the sake of rollouts.
Fixed invisible ledge above wall between last and 2nd.
Fixed slight asymmetry on mid.
Removed unnecessary wall on shack on 2nd.

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massacre master

L2: Junior Member
Feb 2, 2018
88
20
2018-03-01_edited.jpg
2018-03-01_edited.jpg
what's up with that?
 

Beater

L1: Registered
Nov 25, 2017
31
174
Congratulation, your map has been chosen as one out of three maps which will have the chance of winning the 130€ first prize in the Meet Your Map map making contest. See the main competition thread for the official announcement and make sure to ask about anything you might feel unsure about.

Congratulations once again!
 

Quantum

L3: Member
Mar 31, 2016
119
99
After 7 months of waiting, the map...
Looks better!
Plays better!
Other stuff or something!


But seriously,
Removed the shutter on last.
Removed dropdown from porch.
Detailing.
Removed one of the doors from the cave.
Finally took out the pit (You're welcome competitive community.)
Clipped tree and removed other hiding spots.
Widened staircase on 2nd.

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Quantum

L3: Member
Mar 31, 2016
119
99
Moved spawn on mid back a bit.
Fixed some splash areas on mid and in the garage.
Removed the third spawn on last and replaced it with a little room thing.
Added new platform on mid right outside of shutter so you can take high ground immediately.

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Quantum

L3: Member
Mar 31, 2016
119
99
-fixed a lot of the issues pointed out by cin and hoi.
-fixed some rendering issues with the skybox.
-lowered the box by the shack on 2nd so sniper cant stand on it.
-lowered height of shack on mid, so sniper cant get onto the wooden thing next to it.
-shrank spawn and moved entrances away from point.
-scaled down the height of a lot of buildings (I did this for two reasons. The buildings just visually didnt look like the right scale, and it felt a little too easy to high bomb on the map, anyways.)
-shrank down some doorway sizes very slightly slightly. (choke is the only one significatly reduced, and that was just because I shrank the buildings)
-moved the healthpack on mid.
-moved the health kit from second into garage.
-moved mids forward spawn a bit.
-lowered the balcony thing over mids forward spawn.
-improved clipping on the doors in cave.
-lowered height of floor in cave a bit.

Thanks for the feedback everyone, it's much appreciated.
I plan on keeping an eye on spawn timings in the future. I'm not changing it as of now, because it's very easy to mess with some unintended stuff there.

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