Well_event

CP Well_event rc4

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Finally - the map is now on the workshop!
55E8C3321AFD01B16A0824AF2F84D045A238C7F5

It has been a long road... but I believe the map is done now for good.
I was hoping I could get it out a little bit earlier. As it stands now, I don't really think it has a chance to be picked for the Halloween update (especially with all the fantastic Halloween maps you guys have made this year - you are really raising the bar!) but it has been a tremendous learning experience for me and nice finally finishing one of my maps!

Enough babbling - on to the changelog!
  • Decreased cap time for the last point.
  • Added blockbullet brush to the last points platform.
  • Retextured the last point - and removed all the excess blood.
  • New minor lighting pass.
That's it!
See ya around

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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Tried to address the feedback regarding the color correction in this update. All the dark wooden beams (with the burnt wood material from Mann Manor) have been replaced by beams with a much lighter value, thus greatly reducing the previously garish contrasts between the beams and the walls.
I found that when working with the cc from Lakeside Event you really have to be careful with the contrast in the texture palette - Lakeside itself has a palette of low contrasting, warm textures which complement the cc well.

Some phantom lighting has been added in dark spots - no more pitch-black ceilings.

Furthermore, the .nav is now packed and renamed .embed in the file, so it should work for the upcoming workshop version.

Perhaps I will upload some screens this weekend - I'm extremely busy ATM so it's very hard for me to find any spare time for mapping.

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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Here's a comparison. The first picture is before, the second picture is after:
(It's most noticeable with the interior shots)
I368nZd.jpg

lAbsbTi.jpg


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CYRlZJo.jpg


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ECt69cv.jpg
 

Yirktos

L1: Registered
Jun 7, 2015
10
4
Hi! A community server I frequent recently ran a test of halloween/event type maps.

The ambient soundscape on the last-control-point area is insanely loud! When we played this map we could barely hear eachother speaking over the wind/roar.

Some of the props could probably have their collision disabled, esp. the paintings.

The new layout and item placement are definitely an improvement over stock well, and I enjoyed playing well with spellbooks enabled.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Hi! A community server I frequent recently ran a test of halloween/event type maps.

The ambient soundscape on the last-control-point area is insanely loud! When we played this map we could barely hear eachother speaking over the wind/roar.

Some of the props could probably have their collision disabled, esp. the paintings.

The new layout and item placement are definitely an improvement over stock well, and I enjoyed playing well with spellbooks enabled.

Thanks for the feedback! I agree that the soundscape at the last point is way too loud and I will change it ASAP.
Regarding disabling the collision of props - did you feel they obstructed your movement or did they catch splash damage from rockets? Most of the paintings that have their collision enabled are also clipped off, so I'm a little curious as to why they were a problem for you.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Feedback Time:
20190916124510_1.jpg
-This dirt area at mid is really odd to be smack dab in the middle of all that brick and concrete
20190916124601_1.jpg
-These bridge walls could use a trim across the top to stop the jarring transition between textures
20190916124655_1.jpg
-This may be something specifically from base well, but I can see players easily getting caught up on these tables. Perhaps push em over to the corner to avoid that
20190916124701_1.jpg
-These spytech vents look odd on the manor wallpaper textures
20190916124747_1.jpg
-I love this area. It's a great idea to make it like a room that's been flooded. Only gripe here is that it could use some brightening up
20190916124948_1.jpg
-I could easily see players hiding in the shadows here and being very hard to see
20190916125040_1.jpg
-While the detailing and theming at last is fantastic, it's a bit odd to go from the hotel manor theme straight into a castle. It doesn't make a while lot of sense. You do a decent job getting the transition across on the lower routes but the upper route goes straight from one to the other
20190916125054_1.jpg
-The stone texture looks odd on these small angle rooms. I'd suggest making them metal or wood
20190916125107_1.jpg
-Overall kinda dark in mid. Perhaps use those chandlers as light sources opposed to them not being lit
20190916125256_1.jpg
-HL2 TEXTURE! no but really the soho papers overlay would probably get across what you're trying to do here better than this trash one
20190916125430_1.jpg
-I feel like there's gotta be some kind of better option for these doors. They don't fit the themes in the map at all and really sticks out
20190916125642_1.jpg
-Water cooler looks out of place with this rooms theme
20190916125842_1.jpg
-clip smooth
20190916125851_1.jpg
-clip smooth
20190916125924_1.jpg
-The clip across this gap is in a very odd place. It really looks like I can just jump over there but I'm stopped mid air by nothing
20190916130241_1.jpg
-make these paintings non solid. I know they are clipped but this ramp area is already pretty tight as it is, the clips only make it worse
20190916130437_1.jpg
-I really don't understand all the skeleton kings when going into overtime. What's the purpose of them and why are there so many? Just seems unneeded

There ya go. Hope some of this helps in some way.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Furthermore, the .nav is now packed and renamed .embed in the file, so it should work for the upcoming workshop version.

How to do this? I did a search and found no information about it... Just change .nav to .embed?

Thanks.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Feedback Time:

Thanks for sharing your feedback. Especially your screenshots pointing out the dark areas are helpfull.

The hotel is supposed to be an gateway to another dimension, hence the perhaps odd transistion from hotel to castle. I agree that the transistion is a bit abrupt at room 666 (upper route), but I really can't come up with a better way to do the transistion.

The idea behind the skeleton horde timeout event is that it is a sort of "soft" stalemate breaker - whenever the timer runs out, the team with the most capture points will be adwarded the most skeletons. The reason behind the large amount of skeletons is because I wanted to make sure they could soak up a lot of sentry damage for the attacking team - if there were only one or two of them, you would easily be able to stop them with a single sentry.
(originally I had a far more elaborate timeout event where both teams would be teleported to another realm, but I ran out of brushes and time)

I will try to implement your other suggestions whenever I have time.

Map looks great so far. I think this year, if Valve decides to add maps, you got a very good shot to get featured.

Thanks a lot! I don't know how I feel about the idea of the map being featured - last year had an extremly excellent lineup of maps and I fell this map pales compared to them. Also, I would myself rather see original maps than "hallowinifications" of Valve maps.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
You run out of brushes? How close are you to the limits? I'm curious how your vrad result shows.

I really like that catacomb view just when you pass to the last from the right side. Looks really cool detail.

Also, forget what you saw last year getting featured. This is a new year, new maps, new chance. If you rather see orginal maps than valve maps turn it to halloween versions, why'd you do this then :)
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Updated to RC4:

- More aesthetic/lighting adjustments: New front doors, better lighting of the flooded basements etc.
- Replaced the loud soundscape at last with one that is much quieter.
- Replaced the recolored BLU wallpapers with my own variant.

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