Casablanca

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Since the map has quite grown in size, red had a hard time defending, I've just added a forward defensive spawn to make up for this. The last point has been tweaked for heavier defensive advantage.

Here's the door for the forward spawn, under the last capture point. This spawn is in use until BLU cap both first points.


And some views of the last CP, I've only begun texturing a bit things




 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Sorry, no new pics from the new build. The last gameplay tweaks seems to have been in the right direction, but a number of issues remains :

Blue can foulplay the red team with attack teleporter behind their forward spawn. I'm going to restrict access by some custom means (I didn't want to use locked doors (hell, most of the zone is outdoor) , nor nobuild) .

The last zone is not used by the red team as a whole, and the last spawn doesn't need to give easy access to the first 2 Control points any more. I'm reworking the area accordingly.

Finally, I have huge optimization issues, hence I'm falling back from opening the map, and I must add new indoors. I'll try to keep them comfortably large.
I hope to release here the next version by the week.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Thank you, I was taken in the middle of a 6v9 contest those last days but I managed to solve the perf issues. I should work on the next release for the week end.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Here's a couple shots from the work in progress point C. I'd love to do some more tormented walls but I don't know if there is a way to make hammer ignore the vertex position in a displacement frame when applying a texture : that is dont "displace" the texture itself on a surface with an unvenen grid...


 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
The A4 build is playable and has just been tested.
I'm just going to fix some visual glitch and I'll upload it there.

Note on the first screen one of the laser walls that prevents BLU team from invading the last zone too soon. They have to do a successful takeover of the first two capture points to shutdown them;)



 
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ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
looking good so far can't wait for b8
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Updated the first post with the last revision. The newer areas are fully textured but very lowly detailed, please don't mind it :)

I've fixed some nodraw issues and lit a bit more the area behind A. I can't tell much of the balance, since in the last testing session teams weren't really even. Please tell me if you find navigation too tricky, and try exploring and using the secondary paths.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'm currently waiting for some gameplay feedback, so in the meantime I'm detailing "safe" areas, like the indoor corridors that run under the main buildings. I was asked on fpsbanana to add ambient sounds, but I'm not very sure about it. I can't think of a specific existing ambient that would fit the map, and designing custom ambient is a bit too soon.
 

Wegason

L3: Member
Aug 16, 2009
147
64
I hope to be able to test this on a gameday as it looks great and you've really captured the feel of a south mediterranean style city.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'd want do some cleanup and detailling in the nex few days, but above all, to round up things on the last capture point. Meanwhile, any feedback should be useful.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Coming on A5:

-> reworked passage between B and C (going from U shaped hallway to S shaped) to smootenh navigation
->adding new underground route and detailing in the central basement zone
->reworked A-C structure
->fixed building heigth issues for better visual coherence
->fixed clipping and jumping issues on several areas
->reworked area behind point B with additional upper exit.
->reworked blu spawn exit for better spawkill/sniping avertion
 
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