Canale - Heronherald This is my entry in the Payload Checklist Contest, blu is pushing an airboat full of explosives through the canals of Venice to stop red from moving a tugboat full of explosives. I just noticed that RED and BLU both own boats full of explosives. Here's the checklist
This is the most interesting map I've ever seen in the contest, and I saw one that combined CTF and PL. This map reminds me of the CS 1.6 vehicle maps. Can't wait to playtest this and see its final product.
The first playtest was a blast! rn I'm looking through the feedback and editing accordingly. You guys are awesome!
Update, yay These were all requests from a playtest Added some neat arrows to red's spawn courtyard Made Red's spawn slimmer Replaced the walls in the track between 2nd and 3rd with a house Made some nifty gates that open when the boat gets close and close when the boat gets far enough away Added a little alcove near the bridge Replaced the fence props in the sewer at first with a brush Added a 1-way door to the hallway near 3rd Reduce the cafe's occupancy Added this little backyard area to the hallway building near 3rd New flank route near 3rd New window Replaced a few props w/ brushes Super mario time Fixed the lip here The entrance to the new flank route -fixed the boat's pushy nature as well as removed it's ability to keep stickybombs on it -You no longer get stuck in the airboat -The healing beam now comes out of the cart's dispenser funnel... thing -pushed red's spawn back -Removed the annoying light on the boat Read the rest of this update entry...
Another update based on community feedback! A new flank at the chokepoint The stairs at first were removed Another glimpse at the flank Wider catwalks and higher ceilings at last The flank at last was shortened, The original farthest exit was replaced by a little building Another look at the building -Scaled up the water texture again -Added ramps to crucial areas in the water -Added more signs to assist players in navigation -You are no longer forced into the water at red's first spawn exit -Fixed the teleporter at red's spawn not working -Changed the contents of some health/ammo packs -Fixed a few spots where you could get stuck in the boat -Tweaked some annoying spots here and there Read the rest of this update entry...
I saw the changes to the boat you made, and I love how you used the Asteroid bridge prop as the flooring of the boat. It fits so well with the size of the boat and really makes it pop!
I'm running out of creative update titles Added this door to the house past second that opens when second is capped Closed up some of the red house Added this ramp Further reduced the cafe's occupancy as well as elevated it a bit Added a new exit for red's first spawn Added little ramps so you dont get caught up underwater Added two new sniper windows for attackers Replaced one of the signs in red's first courtyard with an overlay Added a crate jump here -Removed the blinking missing texture water glitch -Added more cover to the bridge near second -You no longer get stuck in the cart when it turns -You cant faze out of the cart anymore -The cart now has a proper outline -Increased the carts "distance between wheels" from 10 to 50 -Made the sewer door at blu's first spawn at the start of the sewer -Fixed up some clipping -Changed the "backyard" area to an indoors area -Replaced the buggy door at last with a brushwork door Read the rest of this update entry...
Blam, update. Here are the patches Added a flank route to last for blue from the catwalks Added a huge flank at third Added another flank between first and second Made just about all of the cobblestone walls at first higher Small changes include -Changed the size of some packs -Clipped some small edges -Decreased the cart's speed -Fixed a sightline into blu's spawn -Added some more cover to last for RED -Removed a sightline at second Read the rest of this update entry...
Hey... That took longer than expected Added a cubby to the building at first Gave buildings containing spawn rooms basic textures Added a lip here for easy access to the boat at 3rd Added a tiny lip here to limit a terrible sniper sightline at last The small changes include -Removed a spot where you could build underwater -Fixed some floaty props on the cart -The cart has more path_tracks for turns -Added some very basic textures to some areas Read the rest of this update entry...
Hi, I'm not dead Don't mind the _d at the file extension, I had to decompile A7 midway through making it Added a neat bell... it rings Changed this shed here to be more defendable Added a flank at first for blu Made this building more defendable Added this power position here Changed the cart again Made more visual cover at first Replaced the crate jump with a ramp and added a door Made the catwalks at last fancy grates Read the rest of this update entry...
Clipped some edges Fixed some visually uninteresting spots Removed being able to walk behind the sign at 3rd Read the rest of this update entry...
Well... that took a month... Added a pit with molten metal in it Added a second red spawn to last Added a wooden structure to last Thinned the flank at first RIP bell Opened up this room and added a new door Another look at the new spawn room This door opens when the gate opens Made first easier to defend Added this perch area at first A look at the nifty lighting in the warehouse Alright, thats all for A9, I'll post A10 some other eternity Read the rest of this update entry...
I think i'm going to change the wooden structure on that building at first into a second floor instead of a hollow structure to make it more visually pleasing. Speaking of which, I think I'm going to make A10 a full-on polish update whilst waiting for beta.
So... what do you guys think about the current layout and cover placement? I'm thinking of making A10 the last alpha unless if there's a game-breaking sightline or bug. I dunno, maybe it will stay in alpha for a bit longer so I can make the gameplay rock-solid. On the other hand, here are some unrelated screenshots from a10 for some first impressions. Death to water!
Hello fellow video gamers Here's another bi-eternal update drop. Fancy Shmancified Blu Spawn Another fancy part of blu spawn Extended the platform at 3rd made the flank at 3rd more compact Added a new building that limits sightlines and helps with the aesthetic W I R E S All of the cobblestone walls were replaced with brushes Removed both flank doors at red house Made the bottom floor of 3rd house more open Extended the ground out in some spots Small changes include -Made the awning at 3rd higher, disallowing snipers to get on it -Added a building on top of the second orange gate near 3rd -Added an extra spawn exit at 2nd for red -Once again changed the transition building from the choke to 1st -Removed the flank route in tunnels -Intensified lighting in tighter areas -Made the flank to 2nd from tunnels smaller and more compact -Added more cover at open areas -Adjusted Clipping -Replaced the boat at 2nd with a boardwalk -Made tunnels more appealing visually and technically -Removed the bell's grave... :'( -Added a dip to the room transitioning to warehouse -Made last more defendable -Added a light to a dark corner -Detailed some spaces here and there -Adjusted health and ammo packs -Made some windows be only be able to be seen from one side -Fixed a flashing in and out of existence bug -Increased the water's texture size -Added a door after second to help guide players to second on red -Added many arrows -Added a memento to Alpha 1 -Fixed a bug where light leaks through ceilings -Added a power outlet at warehouse -Adjusted the glass window near last -Made the vat of metal at last look super fancy -Adjusted some ramps Well, that was a long list, wasn't it? I'll post the next version next blue moon or so Read the rest of this update entry...
This sucked too many hours out of my life Let's just get the obvious out of the way, the lighting is different, and the autumn theme is here! Made 3rd look fancy, replaced the building next to it with a grass patch 3rd at another angle The Rialto Bridge in the background A new building after 2nd Cleaned up the flank at B Cleaned up Red's first spawn and changed it immensely Red Spawn from another angle Small Changes Include -Added another way to get out of Last -Shortened many of the walls around the canal -Made the water shallower -Made the water look deeper -Gave red another spawn at first -Put a tire on a crate -Adjusted height variation -Removed some underused flank routes -Sprinkled Arrows and signs here and there -Added some pumpkins and trees -Replaced some clunky buildings with open spaces -Opened up tight spaces -Removed some unnecessary cover -Cleaned up some clutter -Removed a high amount of shutter doors -Removed all umbrellas... rip -Added a neato metal bridge to second -Adjusted Clipping -Made 2nd easier to ambush for BLU -Removed some health and ammo packs -It is easier to traverse around the water -Adjusted Red's respawn times (from 1 second to 12 seconds) -Lightened up some dark spaces -Made it more obvious that the door at first is one-way -Removed a buoy clipping into a wall -Added a dropdown near second -Heavy lifting provided at the small gate after second Notes -After BLU passes the gate at 2nd, a large fence blocks red's fastest way to the gate and must take the slow way around, unless if they are a jumping class -The odd lighting on the structure at 3rd is temporary and will be fixed later -I am aware of the water not sharing cubemaps, I will fix these later -Staring directly into the trees with leaves will drop framerates -The boat still clips into some walls, will be fixed soon Read the rest of this update entry...