PL Drift A4

Drift among the seas with a dev-textured map.

  1. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    Drift - Drift among the seas with a dev-textured map.

    Introducing the all-new brand new map that has been scraped, scrapped, revised, imagined, and rethought, pl_drift_a1!

    With some twists and turns, i've tried my best to not scrap this map, rather than some other maps... heh. 2nd point to 3rd is nice in my opinion. Map is possible to be underscaled. Also scheduled to add a word before "drift." This map takes place in a.... hmmm. I don't really know. Factory? Industrial log storage service? Who knows? Anyway, enjoy!

    Some useless notes:
    • Final A1 took many minutes to complete, too many minor bugs I keep forgetting to add/change/remove
    • Jumping from 2nd point to 4th wasn't intentional until I found it out
    • I listened only to Modest Mouse the entire time I was making this, so expect some mouses peeking out in future updates
    • Somehow the top gradient on the site gives me major nostalgia feelings
    • I put lotsa effort and time.
     
  2. mobious

    mobious L1: Registered

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    Ow, my fullbright eyes! :eye1:
     
    • Respectfully Disagree Respectfully Disagree x 1
  3. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    can you not be any ruder

    EDIT: But I know what you're trying to say. HDR exposure is way too... present? And screenshots shohld be taken on LDR. Just don't be such an ass about it.
     
    • Respectfully Disagree Respectfully Disagree x 1
    Last edited: Feb 6, 2018
  4. mobious

    mobious L1: Registered

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    I appreciate your efforts on making maps, but someone eventually would have commented.
    Wasn't trying to be rude, sorry about your tender skittlez.
     
  5. Pocket

    aa Pocket func_croc

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    It's generally a good idea to not waste compile time including HDR in the first place, for the same reason people usually use dev textures. But also because of this.
     
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  6. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    The Door-B-Gone Update (A2)
    Because I learned the right way to position my doors thanks to Discord people.

    [​IMG]

    Update Notes:
    - added new route to building by 1st and 2nd point
    - widened 2nd point balcony thing by 32hu
    - added resupplies to RED's back spawn
    - added kill trigger for deathpit
    - let there be light! added more light in blu's spawn
    - LET THERE BE DARKNESS EVERYWHERE. toned down hdr level, adjusted light brightness.
    - adjusted billboard arrow, bc thought arrow placement too messy
    - removed onpass open door, the one in that small room
    - unnecessary detailing on room before D sorry
    - added a flank from C cap room to building before last
    - opened the D cap flank door
    - added a flank to the building before last
    - adjusted packs

    Useless Notes
    :
    • Special thanks to Esper for US imps. Without these imps I would have over 200 ping.
    • basilhs333 wants a confusion rating!
    • Mighty 8ball is mighty.
    • geegor102, no helpful feedback detected. Initiating deletion sequence. *INSANE LASER SHREDDING THINGS*
    Screenshots will be available tomorrow. While waiting, you can look at this:


    Read the rest of this update entry...
     
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  7. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    Sorry about that talk there. Had a heck of a bad day.
     
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  8. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    The Truthful Update

    [​IMG]

    Update Notes
    :
    -replaced rock with shack on D cap
    -covered D cap with a tiny building
    -roofs can be accessible, but not the higher one on D cap building
    -added lip to windows near A
    -textured things because it's bright like an angel
    -areaportals on some doors
    -shortened last horray
    -adjusted health and ammo packs
    -lots of health and ammo packs
    -adjusted lights
    -made D cap flank a one-way red door then becomes a one-way blu flank once C is capped eyyyy
    -expanded blu spawn
    -pipes
    -soundscapes

    Screenshots will be taken tomorrow, as always.

    Read the rest of this update entry...
     
  9. Skittelz Pie

    Skittelz Pie L6: Sharp Member

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    The brickwall002 update
    [​IMG]
    This is a neato texture.

    Update Nodes:
    -added nobuild on bush on 2nd
    -added health packs near 1st
    -toned down hdr, again
    -removed collisions on sign props
    -removed door to A
    -added barrier prop to block sightline from blu spawn to B
    -fixed some overlays not being assigned to a face
    -turned A to C cap flank into a one-way RED door until B is capped
    -there are now only 5 doors in this map now (not including spawn doors)
    -removed sightline
    -added nobuild around rocks at blu spawn because somehow some engy got a floating sentry
    -spawns aren't being complained about since A1 so i detailed a part of some spawns
    -lit up shack near D
    -clipped shack near D
    -more pipes
    -beto 1 could be next who knows
    -added respawn timer outputs
    -reduced red respawn time at start from 9 to 6
    -removed a blu setup door and replaced it with a detail thing
    -adjusted a resupply on farther red spawn
    -fixed getting stuck on the rocks at blu spawn
    -C flank now opens when C well door opens
    -removed pointless door at building near final
    -added more light at blu base
    -widened upper area at B again

    MISSED FROM A3:
    -added point names next to arrows
    -shortened A flank to C
    -stairs next to C widened a bit
    -stuff next to C redone

    As always, screenies coming tomorrow. Look at this while waiting instead.
    [​IMG]

    Read the rest of this update entry...
     
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