Hi there mapperoos.
I haven't been working on this map a lot recently, in part due to bad health, but I also got picked up for a couple of decent teams in the past few seasons, for that reason I wasn't working on it a lot. I lost most of my motivation to work on it, because I had an asset deal with someone who let me down quite a lot and meant I was out of pocket for nothing. Plus, Phi's reckoner ended up releasing which is frankly a much better and more polished map and stole most of my 'testing' people!
However I thought I'd upload this latest version, since I forgot to really do anything with this. The plan was mostly to go over with a more detailed artpass and then push it into beta phase, but obviously that got sidetracked when I wasn't able to get the assets to do so. I was pretty much done with the layout though, so it was mostly a case of doing a bit of building work on the outsides, some bonus 'viewing rooms'- that sort of thing. The part that's the funnest bit, where you can just go wild. +3d skybox of course
Then finally optimising work. (which you'll probably be unhappy to hear is even worse than bare minimum at the moment.)
I guess if you have experience doing any tf2 related 3d modelling/texturing I'd love to hear from you, or anyone to put me in contact with, obviously I'm not exactly a regular here and I've never gone far enough with an idea to the point where it might actually be finished one day, so I have no idea how to go about doing this. I do pay, but I have no idea what the costs usually are around these parts.
Other than that, take a look at the screenshots, give it a run around if you have time or want to do so, as always feel free to tear me a new one. xoxo, me
Changelog - There's a lot here so I might miss things etc.
- Basic artpass
- Created outside world on both sides
- textured red side
- improved building work
- decals for health/ammo, this is barely artpass but hey
- general theme is mostly complete
- Optimised cap time vs spawn times for gameplay
- Last caps a little slower
- Attackers spawn moved backward around 2secs worth
- Spawn timer increased around a second
- This should allow for lower backcap ratio
- General ease of pushing out of lasts
- Reduced cap timer on mid point, reduced spawn times for team that lost mid
- This will hopefully allow for contesting 2nd a little bit
- Height changes
- Added prop cue for no fall damage coming out of lobby window
- Players were landing on the lower part of the displacement as it wasn't obvious
- Reduced height difference in pit on 2nd, this should prevent fall damage
- Removed windows from huts on mid
- Cave from mid->2nd now has HP for defenders, reduced sightline from door
- Lowered roof from main mid->2nd
- Improved lighting, tested HDR in this version aswell which wasn't that great
I think that's about it.