CP Chemplant B0M

Come on down and capture for fun.

  1. vanSulli

    vanSulli L1: Registered

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    Chemplant - Come on down and capture for fun.

    This is a remake of an older map from scratch, which fixes some critical scaling issues.

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    Known issues:
    • Lighting in last is dismal; going to open up more windows so it won't have to rely on fill lighting as much.
    • Signage is confusing. My guess is it's more the routes.
     
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  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Up the lightmap scale on the textures in that first image to get some nice n crisp shadows.
     
  3. vanSulli

    vanSulli L1: Registered

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  4. vanSulli

    vanSulli L1: Registered

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    Remembered this existed; going to try to finish this one and detail it.

    Primary difference is the yard outside of B.
    It's been a bit more than a year since it's been tested last, so that'll happen before any big changes.

    Read the rest of this update entry...
     
  5. vanSulli

    vanSulli L1: Registered

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    The biggest change is arguably that Blue has a forward spawn that points them in the right direction now.

    I completely remade the side/rear entrance to B so that it's an actual route and not just an open space you can walk through.

    Finally, I made ammo more plentiful near engineers at A, and changed the way B's cover is laid out.

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  6. vanSulli

    vanSulli L1: Registered

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    Mostly cleaned up feedback from the playtest.

    Some staircases and ramps are skinnier. I've added lighting and opened/closed some sightlines. The entire map looks a bit brighter because I flipped it 180 degrees so the sun would match the skybox. Brush detail was added in some areas to draw players' eyes.

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  7. vanSulli

    vanSulli L1: Registered

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  8. vanSulli

    vanSulli L1: Registered

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    I've finally added idolon's oft-repeated suggestion of a sniper fort for Blue to fend off some of Red at last.

    In addition, health is more difficult for engineers at A.

    Additional small tweaks were made in response to general feedback from the test.

    [​IMG]

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  9. vanSulli

    vanSulli L1: Registered

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    Currently, red has a weird height+sightline combination advantage straight out of spawn over B that's difficult to work with. I added a bit of cover in front that might make it safer to stand on the point and less desirable to hold up back next to the spawn doors.

    I added and moved some geometry in the yard outside of B to give Blue some height to stand on since for the most part it's lower than Red's stuff.

    I moved and pitched the open window at A down a bit and shrunk the room considerably to make it more difficult to camp while sniping Blue's forward. Assisting this is a larger/longer point A, which provides more shelter to the area underneath.

    Hopefully setting up in the window room at A is still useful without encouraging too many Red Snipers to camp.

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  10. vanSulli

    vanSulli L1: Registered

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    I started theming the red base. Tried applying some non-dev materials to the map, but they're still very temporary. Added cubemaps.

    Clipped on and around traincars and their couplings to make traversing the trainyard easier. Generally made walking around smoother.

    Read the rest of this update entry...