Astarte

CTF Astarte A11

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Feb 15, 2015
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Halfcircle MC3 - does not resemble half of a circle

attack/defense ctf map made for microcontest #3

uses a/d ctf prefab by Muddy and Freyja's egypt content

screenshots coming later
 

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Feb 15, 2015
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A2 Changelog:

- Expanded capture zone for A and B significantly
- Changed RED's full ammo pack on high ground at A to a medium
- Removed small health and ammo from column room beside A
- Shuffled around/added/removed other various health and ammo
- Redid right (from BLU perspective) route at A
* This route suffered from some nasty sightlines in the original playtest, rendering it semi-unusable. This redone version gives it much more height variation in displacement hills and gives more cover from snipers, allowing flankers to get closer to the point.​
- Raised intelligence briefcase up 8 units to prevent it obscuring sticky traps
- Removed broken pillar jump-up at A to the window of the column room, replaced its original position with a smooth displacement ramp
* The broken pillar had some jank collision on it and as a result didn't make for smooth gameplay. This ramp onto the point makes it much easier for BLU to actually get there.​
- Raised ground near pillar room window to allow for a jump inside for spies/other aggressive players
- Made big ramp going up to RED's high ground at A 192 units wide instead of 256
* This was mainly for the sake of reducing sightlines onto the newly redone right BLU route, because otherwise, snipers would still have pretty stupid sightlines on it from the high ground.​
- Added a tf_glow to the intel so that BLU can see where it is at all times (though this also affects RED -- if I can figure out how to make it only affect one team, I may change it in the future)
* Through some testing, I've noticed it sometimes gets overridden by a red tf_glow (the default one for the intel), regardless of team. Not really a big deal for now, though. If I can figure out a way to fix it I will.​
- Smoothed out the displacements in the yard leading from A to B
- Altered RED's spawn to make it less "gigantic flat plane"
- Removed/cleaned up/fixed various jank caused by the 3 hour time limit from the microcontest
- Renamed the map from ad_halfcircle_mc3 to ad_astarte
- Scrunched lobby at A a bit to make it less wide
- Lowered respawn wave times across the board (RED at A: 7s, BLU at A: 3s, RED at B: 8s, BLU at B: 2s)
- Fixed a bug with the gamemode allowing BLU to cap last without the intel
* In case anyone else is using the same prefab I am (Muddy's) and is having the same issue, I had to give the first control point an output to enable the last point's flag detection zone when the first CP is capped because by default the last point's flag detection zone starts disabled and doesn't ever get enabled.​
- Added a func_respawnflag brush to teleport the intel back to its original spawnpoint if someone jumps or gets pushed off the map with it
- Fixed teams not switching when RED won due to overtime (since gamemode prefab does not support that)
* This was fixed through a workaround of adding a game_forcerespawn that gets sent a ForceRespawnSwitchTeam output from RED's game_round_win with a delay of 10s to allow for the post-game to finish
* I tested this with bots and it seemed to work, but with real players it may be horribly broken (especially depending on the server commands, such as scramble rounds and other things). We will see.​
- Increased the base cap time of A to 12s
- Increased the base cap time of B to 10s
- Changed skybox to one that fits the environment lighting (egypt)
- Clipped off tops of columns which previously were not
- Added more rocks to the outside area between A and B to block long sightlines
- Added an arrow to hint to BLU that there are more entrances on the right side of B
- Added wood fences around cliffs to prevent pyros having free reign with airblast
- Trimmed the fat of BLU spawn (got rid of some useless space)
- Performed rudimentary optimization (areaportals, more func_details on complex geo that doesn't block vis, skybox brushes over buildings, etc)
- Improved lighting/visibility at B
- Added wood "patches" under all pickups (if people hate this I'll just use regular patches, I just hate dealing with overlays)
- Fixed cubemaps being weird (by removing the three that existed and relying on the default cubemaps until late alpha-early beta)
- Overhauled B, implementing some original ideas combined with feedback from 14bit from Microcontest #3
* Moved point off the high ground and onto the floor
* Pushed RED spawn back more and completely overhauled it
* Gave RED tiered/terraced high ground surrounding the point
* Gave BLU high ground that they can push onto and drop onto the point or spam out RED players
* Added sand piles for some added micro-height variation
* Added more cover on BLU's right-side route to provide cover to flanking players as well as block sightlines
* The idea behind this B point is that BLU must have sustained pressure from the high ground they get, while simultaneously pressuring up the left side to meet RED's high ground and get close to the point. The heightened cap time makes the point still fairly difficult for BLU to cap, as even with how far back RED spawns, they can still make it there to block point from their high ground directly above it.
* This point was never tested in its original capacity (the microcontest version) because BLU never made it to B in any tests, but I am confident this is an improvement. I am mainly concerned about sightlines and the amount of height variation vs. flat space on the ground, and would like to gather a good amount of feedback on this point as a whole.​
- Numerous other changes that weren't significant enough for me to remember what they were/write about them here

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Feb 15, 2015
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A3 Changelog:

  • Decreased setup time from 1:30 to 1:10
  • Fixed being able to cap last without the intel (for real this time)
    • This time it was caused by a stray input from the first point being captured that enabled B's capture area accidentally
  • Added partially missing respawn room in RED spawn
  • Replaced RED "egypt" spawndoors with regular shutters (they were pretty experimental anyway)
  • Remade most of the BLU spawn -> A lobby area
    • Now BLU has height advantage coming out from their own spawn and RED should not be able to hold lobby as easily and keep BLU locked in their spawn
    • This opening area also has an experimental "oasis" theme
  • Remade BLU right-side route to A entirely
    • I was trying to get an open route to work, but I wasn't able to come up with a solution I was particularly happy with.
    • Now, the right side is a high ground route which gives significant advantage to BLU if they can take it
    • It lets them invade RED's high ground from a one-way shutter, getting them closer to the point and in an advantageous position for defending against re-pushes.
    • This is VERY experimental, and it may play awfully. Depending on the feedback it gets, I may roll it back to the previous version and try a different solution.
  • Remade BLU left-side under route to A
    • In the previous version, snipers on RED's high ground or in the pillar room window could easily see into there and deny it.
    • Now, there is a much larger outside platform that's a one-way drop down for attackers and serves as a better place for BLU to get towards the point
  • Gave BLU a forward spawn after A is capped
    • The forward spawn is in the new BLU right-side building at A
    • After the point is capped, the intel spawns on top of the point.
  • Increased the base cap time of A to 14s
  • Increased the base cap time of B to 12s
  • Repositioned some pickups/added some new ones
  • Numerous other changes that weren't significant enough for me to remember what they were/write about them here
screenshots coming later

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Feb 15, 2015
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A4 Changelog:

  • Clipped off window-ledge near full pack at B
  • Blocked off BLU's drop-down leading to behind RED from their right side route until after A is capped (func_breakable wall that breaks when A is capped)
  • Partial artpass of A (primarily to get a feel for Freyja's egypt textures and see how they look in the context of the geometry I've made)
  • BLU forward spawn is no longer a one-way exit (though is still one-way when BLU are attacking A)
  • Replaced powerade water from the oasis in BLU's spawn courtyard with a different water texture
  • Fixed buildings being able to persist in BLU's forward spawn (now buildings in that room get destroyed when the point is capped)
  • Changed BLU respawn wave time after A is capped to 3.5s
  • Probably some other stuff -- this was a minor update overall as I feel the layout as a whole is playing pretty well now

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Feb 15, 2015
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A5 Changelog:
  • Changed things about A artpass (made trims less thick, added more detail, tried to make it resemble pl_oasis more)
  • Changed the flags to have 5 second return times when overtime is initiated
    • Side Note: This was a bitch to implement
    • High possibility this is broken, I tried to test every case I could think of and they all seemed fine
  • Fixed clipping on roofs behind A (thankfully before anyone exploited it)
  • Added a cover wall with a window to the area behind A to block sightline from the courtyard area straight to BLU's forward spawn door
    • I am worried about this potentially obscuring too much vision/providing too much cover behind A, as its primary objective is to block sightlines, but I'll see how it plays out
  • Added a landing to the big staircase at A (making it easier to get onto and off of the point)
  • Lowered BLU's upper right-side route to A by 64 units
    • This proved to be too powerful a spot for BLU in the last test; this change makes it so that BLU is at a slight height disadvantage while walking out of the right-side room.
  • Raised displacements underneath BLU's forward spawn to prevent fall damage while walking off the platform
    • The newly lowered bridge straight outside of BLU spawn also works to negate any possible fall damage from just walking out of spawn
  • Moved small ammo pack from outside the column room at A to inside the column room
    • I've only ever seen anyone build here once even though it provides a pretty good defensible position and view of the point, so hopefully this ammo will encourage more engineers to build here
  • Added patches underneath pickups in the left-side house from BLU spawn to A lobby
  • Lowered BLU's upper left-side route at B by 32 units
  • Removed small ammo from BLU's upper left-side route at B
  • Moved 2nd intel spawn (after A is capped) forward to a more central location
    • I noticed during the last test that many BLU players just walked past/didn't notice the intel spawned on A after it was capped. Now, it is pretty difficult to miss.
    • I am slightly worried about this making things more difficult for BLU, as RED does like to hold the outer area a lot and could possibly hold the intel for a while, but BLU's high ground should be enough to counter it.
    • Alternatively, this could lessen the walk time to B for BLU so much that it makes the point trivial to cap. In that case, I plan to lengthen the cap time, potentially force respawn of RED after A is capped and give RED more height at B, but am holding off on that for now.
  • Changed medium health/ammo in BLU's right-side route at A to small health/ammo
    • This makes it harder for engineers on both teams to set up in here (which I want to avoid because it's not a good spot to set up for RED, it provides a HUGE advantage for BLU, and any buildings in that room get destroyed when A is capped)
  • Raised cap time of A to 16s
  • Raised cap time of B to 14s
  • Added another resupply cabinet to BLU's first spawn
  • Pushed BLU's spawns at A back a bit
  • Removed lower one-way from BLU's right-side route at A
    • This, hopefully, will allow RED to more easily halt a push from BLU as they push up the right side (they no longer have to go the long way through lobby and onto the right side route to meet up with BLU)
    • The door is still there for when this room becomes a BLU forward spawn
  • Added pillar on point platform at A to block sightline from column room window to BLU's right side route entrance
  • Added pillar in BLU's right side route to block sightline to the entrance of that room from the column room's exit onto the point
  • Downsized/upsized and shuffled around various health and ammo
  • Cut some extra space off of RED spawn
  • Adjusted ramps in BLU spawn to prevent fall damage in spawn if you jumped off the top of the ledge
  • Freed the bottle from its prison
  • Other various minor changes

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Feb 15, 2015
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A5A Changelog:
  • Fixed a displacement seam on the right of A point
  • Sized down the patch under the full hp kit near last to make it in line with the other patches on the map
  • Changed up a few details on BLU's left-side route at A
  • Got rid of a few completely unnecessary displacement faces on cliffs
  • Fixed weird alpha blend on some cliff faces
  • Added more skybox brushes on top of buildings
  • Some other misc. changes in detailing and micro-gameplay
Screenshots from A5 are pretty much the same as A5A.

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Feb 15, 2015
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A6 Changelog:
  • Various optimizations (hints/skybox brushes) in preparation for artpass/to not annoy jumpers as much
  • Made 2nd intel spawn instantly after A is capped instead of after 5 seconds
  • Added nobuild zones on intel spawn areas
  • Gave previously dead-end full hp kit room near B a dropdown exit to the right
  • Added another resupply cabinet in BLU's forward spawn to hopefully show people that the reason they can't build in there is because it's a respawn room
  • Shuffled around some health and ammo
  • Other various minor changes/tweaks
screenshots coming soon

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Feb 15, 2015
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A7 Changelog:
  • Fixed flag timer resetting when not intended
  • Reverted the second flag spawning instantly, now spawns after 5 seconds
    • Turns out making it spawn instantly led to some pretty bad snowballs in some cases, though that could also be due to teams
  • Added A/B point icon overlays to HUD
  • Tons of minor displacement adjustments to make things smoother
  • Experimental change: added a nook with a medium ammo underneath BLU's high ground into B
    • This is meant to be a better sentry spot on last for defending engineers, and is inspired by Gorge's B point
    • In the last playtest, I saw an engineer already wanting to build in this area (they built their sentry right in front of the area), so I'm assuming at least some people will be inclined to use it.
    • BLU can see into this sentry spot through a grate from above so they're not blindly pushing in
    • Other sentry spots at B were pretty much always spammed out since they were very visible from many angles or were useless because they didn't watch the point
    • If this is poorly received by most people, I'll probably just revert it to the way it was
  • Experimental change: added a ramp from BLU's left side route into last up to the middle route's high ground
    • My hope is that with the newly added sentry nook for RED, BLU can use this to group up more easily on an advantageous position and mount a push in
    • This could create a confusing/overpowered amount of interconnectedness with the paths, could be not used at all, or could be seen as an annoyance. This is why I consider it an experimental change.
    • Should it play poorly, it's probably gonna just get the axe.
  • Added a prop jump (yeah yeah I know prop jumps suck) to get up to BLU's high ground near their spawn
    • I don't want to add a ramp here, because I don't think it's needed.
    • I do want RED to be able to more easily control this area though, since BLU's rightmost route does lead completely behind RED if RED is holding in lobby.
  • Added a crate with a sand slope leading up to it as cover/a perch spot for spies/any other classes who have a deathwish
  • Made any roof overhangs nonsolid
  • Many minor clipping improvements throughout the map
  • Replaced the crates next to BLU's right side B path with a ledge
    • Meant to be a spot for sneaky spies/heavies/engineers to maybe surprise BLU as they come in
    • The crates that were here previously did literally nothing, this is just something a bit more substantial, but not super impactful (in theory)
  • Removed a big chunk out of the ceiling pillar bridge thingy at last to help out jumpers
  • Patched silly hole next to the pillar near RED's high ground at B to prevent annoying damage/deaths
  • Pushed back resupply cabinet in RED's spawn to prevent defending demomen being able to easily spam point/resup
  • More hinting/optimization work
  • Lots of texturing/trimwork to make the map look/feel more egypt-y and similar to how it will be in beta
    • This is not a full artpass (yet)
  • Several more minor changes that I've forgotten or aren't significant enough to be listed here

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Feb 15, 2015
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Version that will be played in the May 3rd Gameday

A8 Changelog:
- Completely overhauled B point
- The shell of the old last is still there, including the entrances, but the interior is much different (and hopefully better)
- I have no idea how well this will play, I just wanted *something* different for the May 3rd gameday since I already knew people weren't big fans of B in A7.
- Reduced base B cap time from 14s to 11s
- Water nobuild zone outside of BLU spawn now affects teleporters and dispensers too (not sure what I was thinking when limiting it just to sentries)
- Water outside of BLU spawn no longer can extinguish players (I think)
- Added some extra cover for BLU outside of the lobby headed towards A
- Added a block near BLU's one-way at A to prevent people with mobility from superflanking RED (though they can still go underneath this path if RED isn't paying attention)
- Probably some other stuff too idk

screenshots coming later, it's almost 5am and i want to go to sleep

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Feb 15, 2015
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A9 Changelog:
- Completely overhauled B again
- Completely redid A (with same basic idea, but hopefully executed better)
- Moved some stuff around/raised/lowered some ground in the A -> B outside area to block sightlines and make more interesting gameplay
- The only things left mostly unscathed are BLU's first spawn, BLU's first spawn courtyard, and most of the A -> B outside section.
- A cap time increased 16s -> 18s
- B cap time decreased 14s -> 9s
- RED can no longer see the flag through walls while BLU is carrying it
- Slightly altered some respawn wave times
- Increased setup time to 75s
- Increased time added after capping A to 4 minutes 30 seconds
- Fixed custom point icon assets being packed (what the fuck compilepal)
- Disabled CTF overtime
- Probably some other things I forgot

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Feb 15, 2015
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A10 Changelog:
- Redid a significant portion of B again (but kept the same general structure)
- Replaced column on point A with an obelisk
- Removed well door on BLU's right side flank at A
- Fixed issue with RED not being able to block cap at B
- Added a forward spawn for RED
- Decreased A cap time back to 16s
- Smoothed out some displacements
- Added a bridge between BLU and RED's high ground at A
- Shuffled around/added/removed some health and ammo
- Fixed some clipping that thankfully I found before it was exploited in a playtest
- Some other stuff

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Feb 15, 2015
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A11 Changelog:
- Rolled back to A7
- Let's just forget about A8-A10​
- Carried over the gamemode changes from later alphas to this version (30s return time, no CTF overtime)
- Carried over the obelisk on A too
- Moved B point forward a bit
- Redid the BLU's right side flank at A again (it still leads to the high ground, but it's more exposed and there are no one-ways)
- Moved BLU's forward spawn
- Increased A cap time to 18s
- Added cover to main exit of lobby at A
- Added a wall to BLU's right side route towards B to segment it off a bit more
- Some other stuff
- This might be the last version for the contest, as I'm kind of losing inspiration for working on this map, at least for now. I think it's in mostly a good spot (disregarding A8-A10). Not really sure what do with B or how to go about making routes at A suck less. Regardless of whether this actually is the final version, I'm glad that I finally made a map I developed past A3. There may or may not be an A12+.

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