PL Borealis A4A

Triage at Dawn

  1. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Borealis - Triage at Dawn

    I've been working on this A1 since mid-October to now. I'm really excited to see what people think about this, but I'm also nervous lol. While working on this map I ran into slight depression and multiple anxiety attacks. These weren't caused by working on the map, but they might be a big reason why I took so long to get this out.

    The entire B point is on an angle.

    I'm also really tired.

    The detailing on this map is very WiP, I just slapped some textures done and made some roofs be angles. I plan to have this map set at night time, and have a similar theme to Snowycoast. However the difference being that mine is closer to the water, and has a town setting at the end.

    20161212205631_1.jpg
     
    • Like Like x 9
    Last edited: Dec 12, 2016
  2. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Borealis A2 Changes:

    -Blocked a sightline coming from a building near A to BLU's first spawn
    -Added a resupply cabinet to RED's forward spawn near C
    -Changed how RED's C spawn works, it originally gets enabled when B is capture and disabled (spawn is moved to last) when the cart enters the C area, but it now also disables after 60 seconds of B being captured.
    -Blocked a sightline from C to D
    -Removed an extra cap point model in B
    -Made the corridor that the C point is in wider by 64 units
    -Disabled collisions and properly clipped the railings on C
    -Moved RED's first spawn over and back a bit to give them more room
    -Made the hallway with RED's first spawn bigger
    -Added a pathway to the other end of RED's first spawn, which opens when B is capped
    -Added a stairway to get onto the elevated ground near A after the point
    -Removed sightline blockers in D's upper level
    -Adjusted RED's spawn at last (moved it back a bit)
    -Made all of BLU's forward spawns to be two way
    -Added resupply cabinets to BLU's forward spawns
    -Fixed a minor detail with a door near A (thanks Mud!)
    -Clipped the light posts in D's flank route so you dont get stuck on them
    -Adjusted the placement of a full ammo pack on D

    Not a whole lot of gameplay changes in this update, I wanted to fix these few things then see how it plays again, to see if the teams had any issue with imbalancing the map. However I do have ideas to change areas on the map if needed in the next version.
    Thank you all who gave feedback, it is very much appreciated! If you have anymore, feel free to let me know here!

    Read the rest of this update entry...
     
  3. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
    575
    Positive Ratings:
    146
    i love the idea of the map!
    keep up the good work.
    i would advise you to change the cart's skin like snowycoast has.
    overall i really like the design of it.
     
    • Thanks Thanks x 1
  4. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    I expected an Aperture Science research vessel being lodged between two walls of ice.
     
    • Agree Agree x 2
    • Like Like x 1
  5. Jivvi

    Jivvi L1: Registered

    Messages:
    22
    Positive Ratings:
    30
    take care of urself bless
     
    • Thanks Thanks x 1
  6. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Borealis A3 Changes:

    -Made it brighter under the bridges at A
    -Adjusted respawn times during A so RED respawns quicker, and BLU a bit slower
    -Made the cart spawn 128 units back
    -Changed a medium ammo pack to a large one on A
    -Made the hill after A go downward, so BLU isn't always at a height disadvantage
    -Made the entire B point lower because of this
    -Adjusted the connector building to the right of A so BLU is more likely to use it when flanking B
    -Moved RED's first spawn back more to make it less awkward and to free up more room in the hallway
    -Hid the exit door of BLU's second spawn until the spawn becomes in use
    -Adjusted some timings with the cart explosion at the end

    In the previous test some people mentioned the area with the B point felt kinda cramped, but I kept it the same to see if the problem keeps persisting.
    I have ideas to open it up more and make it less claustrophobic, but I'll act on those if needed in the next version. Thank you all who gave feedback!

    Some screenshots of parts that changed:



    Read the rest of this update entry...
     
  7. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
    341
    Positive Ratings:
    168
    Some of the textures don't make sense in my opinion.
     
    • Funny Funny x 2
  8. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    The detailing really does not matter in Alpha versions of a map. As long as you can see other players and it isnt an eye-sore, its fine. I really just through down some random textures for the heck of it, and to see how the orange-ish lighting would bounce around on the orange wood.

    Also, I said it in the original post:
     
    • Agree Agree x 1
  9. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Borealis A4 Changelog:

    -Slightly detailed the exterior of BLU's 1st spawn (as seen in the WiP thread post)
    -Adjusted spawn times for A; RED 5 to 4 seconds, BLU 6 to 7 seconds
    -Put clipping around some of the rocks at A to make them easier to stand on
    -Blocked a sightline in B
    -Removed BLU's right flank from B, now it goes into heigh advantage over the wooden track area, hoping to make the combat more focused
    -Added some more to the wood platform at B so it looks better
    -Moved B's sentry spot over a bit and redesigned it so its not all be the same building/hallway
    -Added a way to get onto the sentry spot without having to take a huge detour
    -Added some more ammo pickups at B, along with changing a medium ammo to a large one
    -Moved the C point back to be closer to the entrance of C
    -Removed the handrails from C's platform
    -Moved the C sentry spot to accommodate the movement of the C point
    -This was done by adjusting pickup placements and creating more pathways​
    -Adjusted BLU's left flank on C to try and make it more useful
    -Added stairs to the wooden platform outside the beginning of the C building to hopefully make it easier for BLU to use the flank it connects to
    -Added an ammo pack to the right side of the BLU side of the C building
    -Adjusted height levels in the right side of the BLU side of the C building
    -Made BLU's right flank into C have a better room for BLU to hold in, so it doesn't just straight up dump people onto the point
    -Made a ramp in C not go through a support
    -Removed the left flank onto D in hopes to make the combat more focused, as well as make the other flanks more used
    -Added health and ammo to the right flank of D

    Read the rest of this update entry...
     
    • Like Like x 1
  10. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698