CP Chemplant a12a

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.

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  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.

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  11. vanSulli

    vanSulli L1: Registered

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    I've combined lclplant and chemplant into a beautiful 2-stage A/D butterfly. Dealing with the logic of them separately was getting frustrating.

    Hot and New:
    • Some brush animations play between stages to unveil the next if you're lucky enough to be around when they happen.
    • The overall game logic should generally be less annoying and more correct.
    • lclplant B now takes a bit longer to cap.
    • Side route in lclplant A is easier to find now.
    • Cubemaps in lclplant's side of things to match chemplant
    • Compiled in both hdr and ldr this time (sorry)

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  12. vanSulli

    vanSulli L1: Registered

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    Stage 2:
    • Adjusted availability of metal. Should be more common directly around last, and less common in the vicinity of first, except up in the balcony.
    • Balcony window has reverted to being more open. You can crouch to walk out of it now.
    • Added shoulder fins to the EVA.

    Stage 1:
    • Removed the fencing around the left-side ceiling flank to A, added lighting, adjusted geometry, added clipping, added signage. If this doesn't help attackers specifically, I'm going to take the route out.
    • Underground space between A and B has another outlook for attackers, while a window that made them vulnerable has been removed. Combined with a more accessible flank to A, I expect blue to push further and quicker to B.
    • Shortened the max round time by about a minute. It's a small round, and if you're not able to capture last in five minutes, it's probably not happening.

    Both stages:
    • Adjusted availability of health throughout the map.
    • Spectator cameras should be enabled correctly depending on the active round. Some of the cameras were moved so that they won't clip anymore.
    • Cleaned up brushwork
    • Removed bubbles :(
    • Every point takes slightly longer to capture.

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    Last edited: Sep 27, 2019
  13. vanSulli

    vanSulli L1: Registered

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    • Clipped off a bunch of nasty things
    • Removed Red's access to 1B's balcony
    • Materials
    • Adjusted health and metal some more
    • Deepened 1A's canal beneath the point so players can walk through without crouching
    • Some optimizations (detailing, nodrawing, lightmap scale)
    • Added to the skybox a bit
    • Added some supports to 1B so it feels more plausible

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  14. Startacker!

    Server Staff Startacker! WARNING: Cluster portals saw into cluster

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    Your map size at the current moment is ridiculously large, near 60 megabytes for an alpha map with only a custom skybox is way too large, and I have the feeling you have some serious issues going on in your map that would cause this size. You should really look into what's causing this, cause the map hasn't always been this tremendously large. Your map is also not repacked, and could be so much smaller (a test ran showed it could be around 17 megabytes instead, still quite beefy for an alpha map)
     
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  15. vanSulli

    vanSulli L1: Registered

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    Oof. Repacked the map so that it would be smaller.

    Weirdly, simply recompiling and packing was already about 5MB smaller.


    Further minor changes reflect my work in the meantime:
    • A couple of signs were added or changed to use less annoying assets
    • Clipping lines up better with angled brushes now

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  16. vanSulli

    vanSulli L1: Registered

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    I think 1B may need to be entirely remade, but I have changed the connecting routes once again just in case it can be solved in this earthly realm.

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  17. vanSulli

    vanSulli L1: Registered

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