Enclosure

PL Enclosure 2024_rc3

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
I already have the final point door animated for an explosion, so nah, ill stick with stock bombcart.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Completely artpassed stage 1
-Fixed cliff spawn exit being blocked by an erroneous displacement
>All stages
-Re-added round start music from cp_snowplow (I like it a lot, and people seemed to like it in first versions of the map so here it is again).

Read the rest of this update entry...
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Decreased the size of BLU spawnroom
>Stage 2
-Added some more cover to wooden platform area
>Stage 3
-BLU forward spawn exit is not more streamlined (can exit without having to jump over handrails, added arrows directing players towards the objective
-Some layout changes to area before the entrance to final point room (should make it a little bit easier for BLU to take out sentries placed on the balcony inside)
>General
-Added dino cutouts to all stages
-Replaced brush T-Rex with an animated wooden cutout model.

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GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Holy shit!

I had my doubts, but this looks amazing now!
Well done AsG_Alligator.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Added one-way gates to side route leading up to the wooden tower at B point (allows BLU to dig in and attack last point easier).
-Changed the layout of brick building interior (should kill that stupid sniper sightline)
-Removed the stairway leading up to wooden tower area on RED side.
>Stage 2
-Added areaportals and set prop fades to increase performance.
-Added a new route leading through the security building.

Read the rest of this update entry...
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
>Stage 1
-Added some pickups.
-Moved a section of track away from rock wall in aviary area to prevent getting stuck between the cart and the wall.
>Stage 3
-Added several out-of-bounds areas, detailed RED spawn area.
-Added a tiny resupply room to the dropdown shortcut (allows RED to resupply there since you cannot get back up to main spawnroom once you drop down).
-Added a dropdown from the balcony on last point to make it less awkward for RED to exit final point building once A point (Raptor Pit) point is captured. Dropdown closes once B point (Loading area) is captured by BLU.

Read the rest of this update entry...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
8735184D338968896F84F8745365DB48598310BA


I like the implication that these pipes are carrying ketchup, mustard, and mayonnaise.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
8735184D338968896F84F8745365DB48598310BA


I like the implication that these pipes are carrying ketchup, mustard, and mayonnaise.

In the queue for the DINOSAUR ride at Walt Disney World:

IMG_7518.JPG


(McDonald's originally sponsored the attraction)
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
GKQRKxw.jpg

The new light glows look funky with low texture settings. I think you can fix this with clamp flags in the vtf.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I've been told that clamp only works for skybox textures.

Anyway, here's some stuff!

4467706CEA9AA599B1F42EF7F16500FA40167052


I caught a sniper hiding in this palm tree.

C1EE41E3B639B1855FCC7C67B15ACC0D46F03998


9E5B573C7253F86F0FCA83F8651C931D3B75B447


D87F1BCD94C7A39B2DD6FC765503FB18AEDCEFB8


87E3E7946D93533EAFFF48437C0A36907976AA68


The outdoor areas of this map have some pretty severe issues with framerates in general, and it's mostly down to just having a lot of stuff to render, but here are just a few of the spots that could benefit from a more aggressive use of areaportals.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Huh. For some reason, I'm still getting crazy amounts of over-render as if there were no areaportals. Here's one example, featuring the area from before:

09793EC9FF0963812DB1A958BAF2C85883EC0E78

F249CB6CAA64846DE4C0EE44A72362F2A2852BB6


This could be helped by adding fade distances to the props inside BLU's spawn — far enough that you'd have to be on the other side of this stuff before they disappear, so you wouldn't even notice. Valve does this all the time. Even so, I'm confused why the areaportals (and I took the liberty of decompiling the map so I could confirm that they're where they should be) don't seem to be helping.

18BDAAC79DA3EF6442FD0F0D79456C5AD46388EA

155219BB521E99F5DDA21AAA15F58B1E8403F070


This one could maybe be fixed, or at least mitigated, by adding areaportals to the setup-gate doorways, but again I think adding fade distances to the far away props would be wise.