(Hopefully) Straight-forward payload map.
divide - (Hopefully) Straight-forward payload map.
It's A1 and it already looks like A12.
Some considerable amount of detailing for just A1. Really like them.
There was an attempt at texturing
RedTeamRespawnWaveTime for last now 8 sec (was 9)
Moved health/ammo to this location to facilitate better sentry gun placement by red; added pallet to reduce necessary jumps to climb up
Added signage next to blu forward spawn, pops up 6 seconds after spawn activates
Clipped this rock so you don't get stuck
Clipped rock on the high ground next to blu spawn
Added ramp here where I forgot
Added a few blockbullet transitions from displacements onto brush geo
Added trigger hurt to door next to red forward spawn so people don't get stuck in it after second is capped
So currently red is having a hard time holding last for very long, and I think it is really due to the short distance between 3rd and last, so in the future I plan to extend the straight-away after the left turn. I'm thinking around 256u. I've adjusted red spawn time a tiny bit to see if it alleviates it any, but testing will see.
I haven't really seen a good defense at the first point itself, mainly at the forward hold where the full ammo pack is. I'm hoping that it's just that no one has tried a hold further back, but I'm considering either reducing red spawn time or moving the point back to the left.
Read the rest of this update entry...
Okay so I'm an idiot, and wasn't particularly thinking this bit through when I quickly put together the A2 log. Due to the nature of the rail bridge and the final goal being the destruction of the bridge, I can't actually move the bridge back 256u. After watching the demos again and again I came to a better conclusion about what needed to be changed and what I could change.
The position of 3rd, and generally the buildings around it were the problem with last/third being less defensible than either 1st/2nd. The passages through the box/crane room were letting BLU get behind RED/3rd too easily. So I've increased the distance between 2nd/3rd by ~512u and 3rd/last by 288u. While there is still one passage in box/crane room to get behind 3rd, I've made it harder for BLU to reach it, and also closed off a route toward last to force any BLU players back towards 3rd.
Still some more work before A3 is ready (tomorrow probably), but I wanted to correct my mistake and..
I wanted to announce that I'm looking for someone who might be interested in detailing this for the contest. I simply don't have enough detail experience. So take a look at the map and see if it's something you like. PM me either on here or steam please, I'd rather not clutter up this thread atm.
Big changes to the geo around 3rd point
Increased distance between 2nd/3rd by ~512u
Increased distance between 3rd/last by 288u
Closed off a door from craneroom into last
Added door in craneroom that opens after 3rd is capped
Improved visibility for RED around last
Adjusted height around last to favor RED
Adjusted a doorway out of RED's last spawn to improve flow
Redid RED's second exit out of last spawn so it isn't a dropdown
Clipped crane in craneroom because why the fuck did they add a hitbox to the little control dingy
Increased redrespawnwavetime to 11sec for 2nd (was 10sec)
Decreased redrespawnwavetime to 9sec for 3rd (was 10sec)
Decreased redrespawnwavetime to 7sec for last (was 8sec)
Increased time rewarded after capture for 1st/2nd to 300sec to accommodate cart travel time
Changed up some lighting to reduce complaints about spawns being too bright
Added some geo for improved cover on BLU flank for 2nd
Removed one problem tree of the trio, replaced with rocks
Still trying to decide what to do with the building next to the 1st point, feels isolated and not particularly defensible. Though, I still prefer the forward hold.
Also, looking for someone interested in collab/detailing this beaut for the contest! Please PM me or add me on steam.
Read the rest of this update entry...
(I'll have to deliver them tomorrow, don't have time atm)
(Basically everything got textured. Blu spawn to 2nd got a majority of the detailing because they are the most concrete. Buildings around 3rd look ugly because I had a much better idea last minute and decided not to waste effort on that area when it will be much better later. Last is still an issue, and probably the weakest part of the map currently. While I think it works, I really needs to be improved or scrapped. So it got a minor detail pass.)
(So much. More when I have time to write up all my thoughts.)
Read the rest of this update entry...
Finally at my desktop and have time to document my change log, and just kinda talk about this map.
Spoiler: Stream of conscience
My first foray into beta. I'm actually really happy I had to push myself to try and detail this, but that isn't without admitting that a lot of the detail sucks or is plain absent.
You see, I had ulterior motives for hoping someone would collab with me and detail this map. I got hired for my first adult person job 3 weeks ago (Yay!), which left me basically no time to learn how to detail and then decide how to detail. That is particularly evident with the empty brick building between 2nd and 3rd. I actually have a much better idea for the latter half of the map in terms of detail now, but with the new feedback I'm starting to see from the contest I'll probably need to take a step back and rework more than just last.
The basic idea for the detailing is also part of the new name I gave the map: divide. Originally inspired by a Top Gear review of the Ferrari F12, I had wanted to detail the map after the rolling hills and small rivers of my limited view of Glen Shee, and would have named the map pl_shee. But as the geometry evolved I started thinking more northern California and the hydraulic mining of the gold rush, which is what I tried to go for with the cliff formations and sparse pines. Instead of the lame brick buildings and loose attempts at rock walls at C, the river will fork to the other side of the map. Wood will replace brick and more evidence of mining will appear that use the environment rather than sitting on top of it.
No clue how long it will be before I can really deliver on these ideas because job, but I really hope to make this my first RC map (mini new years resolution stuff).
Anyway, let's get to it.
Added an extra spawn exit here to help BLU players get to the flank immediately. (OLD IMAGE)
As discussed before, I felt the building next to A point was lonely/small so I added an extension over the point. (OLD IMAGE)
Added another extension here at the last minute, mostly for more cuts to vis/optimization. (OLD IMAGE)
Pushed wall away from cart path, which evidently wasn't enough. (OLD IMAGE)
Added secondary doorway out of brick building and a small buffer space to help blu with choke-y-ness. (OLD IMAGE)
Raised ramp and added cover to benefit BLU attack on last. (OLD IMAGE)
Changed position of sign so it doesn't pop out of the middle of the ground.
Added a window so BLU can see upcoming sentries on C point.
Added some wood barricades to an awkward displacement lip.
Added a lot of areaportal/nodraw/hint work to improve performance.
Added 2 reworked yukon/winter textures to add detail props and fix some weird blending.
Added soundscapes (mix of goldrush and lakeside).
Known issues (I expect to see these on most written feedback):
Only did LDR compile and thought only an LDR cubemap compile would be fine. Broke cubemaps, sigh.
Generator near B doesn't make sounds!
Sign outside of BLU forward spawn doesn't pop up anymore because of bad trigger_multiple logic on my part.
At least it doesn't get stuck in people anymore.
Numerous lighting origin issues with rocks and metal sheets.
Cones only respond to explosive damage(?).
Got some rock props with no collision that pop up in console on map load.
Rollback zones currently only consist of one path_track and therefore don't trigger when the cart is already rolling back from inactivity.
C point probably requires an increase of redrespawnwavetime by 1 sec.
Last just sucks.
General lack of interesting detail. No particularly good use of negative space.
To be honest I like the way 1st and 2nd play. I know some people hate 1st and the fight doesn't really happen around the point, but I like the forward hold (as I've mentioned before). I'm extremely cautious to change it, but maybe as I improve the rest of the map I'll look back and reassess it.
3rd really needs some flow work, that bridge path to behind C doesn't work as much as I hoped it would. Last is going to need to be remade, however the requirement of the rail bridge being the final stop has to stay. If I remove the crane room that at least removes the forced long slope that made it look like badwater.
Better detailing in general. Practice, practice, practice.
Separate names with a comma.