Crater

CP Crater B20d Fix

HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

A2: Mining Update

A2: Mining Update
- Added detail to Projection Beam (Cap A)
- Covered pit near A
- Added fence near A to cover significant sightline
- Added "Pillar" to The Crater
- Expanded Solar Facility (Blu Spawn) to prevent spawn-camping
- Added light in Rocket Pad (Red Spawn) and Proton Collider (Cap C) to alert when attackers start to cap
- Minor soundscape improvements

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

A4: Lighting Update

- Changed textures of locked doors to accurately reflect impassability
- Changed small ammo near B-C path to small health
- Skybox compiled with HDR (Lighting also compiled in "Normal" instead of Fast)
- Sentry and Teleporter hints added for navigation generation (Sniper spots not working)
- Improved detailing added near Projection Beam and Solar Facility
- Resupply cabinets now have sci-fi theming
- Extra door added to B side of A-B connector

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

A6: Bases Update

- Compiles are back to fast for now
- Large overhauls to Solar Facility and Rocket Pad (Blu and Red spawns)
- Vent path near Landscape Scanner (Cap B) streamlined
- Flank path accessible to Scouts added to Projection Beam (Cap A)
- Minor details added to skybox and environment
- Cubemaps added
- A5 skipped :)

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

Crater B3: Final Layout

Layout change to solve both optimization and gameplay simultaneously.

Artpass - 80%

Changelog:
  • Significant layout overhaul
  • New textures to match Valve-style space environment
  • No clipping for roofs of buildings yet - will be added in next update
  • Navigation mesh included
  • Aggressive optimization implemented

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B5

Artpass: 82%

Changelog:
  • Added Robots
  • Placeholder signs for custom content added around map
  • Small ammopack added near B to match A
  • Window added to room near C
  • Lighting improved on certain pipes and intercoms
  • Adjusted lighting in RED spawn
  • Re-added missing "processing" overlay
  • More detailing around C
  • No-builds added to RED spawn doorways
  • RED respawn time when C is unlocked: 7 seconds -> 8 seconds

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B7

Artpass: 88%

Changelog:
  • Continuing artpass
  • Removed superfluous brushes near flank to C
  • Removed window from Processing Room near RED spawn
  • Large ammopack near C replaced with a small ammopack
  • BLU will spawn closer to the base exits when invading C (should help with travel time; BLU Engineer bots also now build Teleporters properly)
  • C capture time: 6 -> 4

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B8

Artpass: 89%

Changelog:
  • Added extra room and vents to A to increase options for BLU to take out a strong defense on the upper floor
  • Large ammobox near A moved to the new vents; old location now has a small ammobox
  • Added shallow water to path towards the flank near C
  • Nodraw added to some surfaces out of view
  • More small brushes converted to details

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B9

Artpass: 89%

Changelog:
  • Color Correction properly implemented
  • Increased the height of base walls (should help with immersion)
  • Detail on BLU spawn exterior increased; also converted to func_details
  • Adjusted size of vents near A (no longer required to crouch in certain parts)
  • Lighting adjusted in secret den near B
  • Reverted shallow water near C from previous update; deep water still present

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HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B11

Artpass: 92%

Changelog:
  • Pit near A now has shape variance
  • General detailing
  • Robots no longer have collision (consistent with Asteroid)
  • Lighting improved
  • Clipping added near most airlocks
  • Full healthkit in Control Dock near C converted to small healthkit
  • Cover for BLU added near C
  • RED spawn visuals improved
  • Removed some redundant detail

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MM1011

L1: Registered
Apr 15, 2023
31
14
Hi, my server gave this a try circa _b10 and I wanted to share some general sentiments that we had.

We generally had the most fun on point C. A was interesting, but the distinct, completely separated wide open outside vs small compact inside point area never gelled for us. I think the main issue was that people felt the two sides couldn't interact with each other very well. I think people would have preferred the A building having windows or a balcony so the two sides didn't feel as separate.

Navigation to B was surprisingly difficult for both RED and BLU. The map naturally funnels to people to A, and the doors/signage to B were just out of the way enough that people didn't see them. Navigation to A (for RED) didn't necessarily feel more intuitive, people just naturally arrived there and were often confused where exactly the point was at first.

C was a pretty fun point to play. The combination of powerful but exposed high-ground combined with low-ground that had cover more or less worked. BLU could maybe use another entry point, though, they felt pretty constrained when trying to get in. The watery flank for BLU never particularly accomplished much for them. It's a neat set piece and the health/ammo are great, but maybe the angle of entry could be improved?

1700581042124.png


Uploaded an example of what I think would help RED start the map.
 

HashBrosTrollsG

L2: Junior Member
Sep 27, 2022
81
37
HashBrosTrollsG updated Crater with a new update entry:

B12

Artpass: 92%

Changelog:
  • Setup time increased by 5 seconds (total 1:05, should let starting voiceline play properly without balance changes)
  • General detailing
  • Signage around map increased
  • Window added to main building on A
  • Extra clipping on moonlights
  • Moonlights in processing room being rounded off
  • Removed superfluous windows in BLU base and RED Control Dock

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