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14bit MC5 A4

PASS Time!

  1. 14bit

    aa 14bit L14: Bit Member

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    14bit MC5 - PASS Time!

    A PASS Time maps made in 4-ish hours for Microcontest 5. It's alright.

    Screenshots are most likely outdated, check the updates tab for more recent ones!
     
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    Last edited: Jul 4, 2020
  2. 14bit

    aa 14bit L14: Bit Member

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    I tried to upload this once, but the power went out the moment I pressed the button.

    Changes to Mid:
    • Raised the launch pads at mid slightly
    • Added some more rocks around mid
    • Added some railings to parts of Mid
    • Adjusted displacements around mid
    • Added more ramps going up to the broken buildings from mid
    Changes to Boost Pads:
    • Adjusted existing boost pad positions
    • Marked boost pads with overlays
    • Added new boost pads under mid
    • Added new boost pads near the defender spawns
      • These give a 3 second boost, rather than a 2 second one like the rest
    Changes to Launch Pads
    • Added an additional launch pad that enters the broken building from the side
    • Added trigger_pushes to the edges of the broken roof, so players can't stand next to the bonus goal and wait for a pass to score an easy goal
    Changes to Goal Areas:
    • Rebuilt the bonus goal launch areas
    • Rebuilt and pushed back the throw-in goals
    Changes to Logic:
    • Pulled the defender spawn triggers closer to Mid
      • Players will more often spawn there when defending now
    • Added more health and ammo across the map
    Changes to Clipping:
    • Adjusted clipping on the Bonus goals so it should be easier to score
    • Clipped some roofs I forgot about
    • Various small clipping improvements
    • Fixed some floating trees
    • Lowered the angle on the little roofs near the run-in goals
    Changes to Lighting:
    • Fixed the HDR/bloom being way, way too high
    • Improved existing lighting
      • All the lights were an ugly color before, now they are not. They're team color tinted too!
    • Increased lighting across the map
    Changes to visuals
    • Switched to the correct Skybox
    • Enabled Detailsprites
    • Made the tracks not float
    • Added some trees
    • Small detailing additions here and there
    Optimization:
    • Preliminary optimization with hints and areaportals

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  3. 14bit

    aa 14bit L14: Bit Member

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    I'm really happy with how receptive everyone has been of this map, and it seems to be playing alright. The biggest issue is how often teams are going for the bonus goal; I'm currently running on the assumption that it's too easy to reach the launcher for it, rather than it being too far forward.
    • Rebuilt forward spawns and surrounding area
      • They've been pushed back quite a bit
      • The goal of this is to allow for better defense of the bonus goal, instead of spawning you at mid or way at the back
    • Rebuilt the bonus goal launcher platform
      • Flow has been reworked to make it much harder to reach for attackers
    • Pulled spawn changing triggers back to the main transition buildings
      • This will keep the new forward spawns active for longer, and should only move defenders back once the ball actually leaves mid
      • This should encourage better defense of the bonus goal and give defenders more time to set up
    • Increased ammo pack near the bonus launchers to Full
    • Moved forward boost pad to account for new spawns
    • Fixed a spot where the Jack could get stuck inside the rocks near mid
    • Potentially fixed run-in goal particle effects going off when the bonus goal is scored on
      • I fixed it in the prefab, but I don't remember if I did it in this map?
    • Fixed the bonus goals not showing up as bonus goals on the HUD
    • Increased lighting in some dark spots
    • Added more cubemaps
    • More attempts at optimization

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  4. 14bit

    aa 14bit L14: Bit Member

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    People keep giving feedback that they only want to push through the broken building. I don't know what you're trying to tell me by saying "this route is the main route!" over and over. I designed it that way; that's supposed to be the main route. Please let me know why you think that's important enough to feedback; I don't know what to do with the the statement that the main route is the main route.

    The focus of this update is to keep making the bonus goals even harder. Teams did seem to be shifting towards trying to score on the other goals, but a few key individuals were finding new and exciting ways to break the map by making the bonus goal way too easy.
    • Actually fixed the run-in goal effects going off when the bonus goal is scored on
    • Raised and rotated the bonus goals
      • Far-throwing classes can no longer score from the inside of the broken building
      • Rocket jumping, catching a pass, and scoring on the bonus goal from inside the broken building is now significantly harder, if not impossible
      • Thanks chin
    • Adjusted bonus goal launcher trajectories to make getting the ball into the new goals possible
    • Reduced launch speeds on bonus goal launchers to 850 (down from 950)
      • You now consistently hit the water if you don't strafe
      • You can't reach the lower portion of the broken building from the launch anymore
    • Reduced launch speeds on mid launchers to 850 (down from 1000)
    • Increased push speed on the trigger_pushes keeping players from standing on the walls of the broken building
    • Increased texture scale on the water
    • More clipping on the rocks at mid, since there was another spot where the Jack could get stuck
    • Increased signage
    • Improved lighting
    • Minor detailing changes
    • Clipping improvements

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