Enclosure

PL Enclosure 2024_rc3

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
AsG_Alligator updated Enclosure with a new update entry:

2024 update rc1

Release candidate for 2024 update to the map

-Reworked multiple areas visually
-Added some new assets
-Layout changes:
  • [Stage 1] - Added stairs for access to the balcony overlooking the S1 final point area
  • [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
  • [Stage 1] - Tower is now connected to a new catwalk inside of the building
  • [Stage 1] - Reworked RED spawn so it now has two exit doors
  • [Stage 2] - RED now has a 2nd...

Read the rest of this update entry...
 

Sae35™

L2: Junior Member
Jan 3, 2023
86
32
Just looking around, here are a couple things I noticed.

Stage 1:

20240623094646_1.jpg

A lighting error of some kind near Blu's spawn.

20240623094654_1.jpg

A lighting error on one of the close out of bounds trucks near the above spot. (This is a little closer to where you would normally see it so you can see it more clearly.)

Stage 2:

Model Collision Error.gif

A mis-aligned collision model for a prop, preventing RED from easily accessing the crates to peak over that wall.

Stage 3:
20240623100441_1.jpg

A lighting error on the dino-doors at the last point. This persists after the doors bust open as well.

It is nice to see Enclosure get an update after so long. The layout changes seem promising, (unable to test, just theory crafting) so hopefully when (or if) this gets pushed to the game, more people will look at Enclosure again, as I always thought it seemed ignored when it comes to playing it in Casual.
 

DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
133
160
When I ran around to check it out, I noticed that this door on Stage 2 doesn't open at all from either side, and it's the same when the first point is capped as well. Otherwise though, I'm liking the changes and curious to see how it'll play!
 

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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Damnit i thought i fixed that door.... gah another recompile it is.

As for the previous post - the truck just is that way, always has been. Same with the dino gate.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Feedback time. Some of these things may also be stuff from the current live version of enclosure but I'm pointing em out anyway

20240624003458_1.jpg
-you can see the clear back of these metal plate props through the window here
20240624003516_1.jpg
-the black brush off in the distance is very obvious, and more so if you know what's supposed to be there. An opaque door instead of a transparent grate would hide it better I feel
20240624003643_1.jpg
-some of these displacements could use some better sewing if possible so they flow together better
20240624003729_1.jpg
-I'm only putting one image here but these pipes have some really odd reflections regardless of skin
20240624003938_1.jpg

-While I like the idea of upper walkway, I fear it would make any engies that sentry jump up to that route able to build an even stronger hold-20240624004029_1.jpg
-dark computers despite the bright light near them
20240624004140_1.jpg
-I get these door texture blocks but they look real bad imo
20240624004212_1.jpg
-Never liked the reflective floor here. Doesn't make sense for it to be polished to a shine outdoors like it is.
20240624004340_1.jpg
-tunnel could use some gradients and/or being longer
20240624004506_1.jpg
-real dark prop
20240624004517_1.jpg20240624004629_1.jpg
-both tunnels could use some gradients or to be longer to make the black brush less obvious
20240624004704_1.jpg
-lighting on this wood debris prop is odd. maybe vertex lighting could help with it?
20240624004713_1.jpg
-could use some better sewing
20240624004735_1.jpg
-displacements behind this structure leave a lot to be desired
20240624004848_1.jpg20240624004852_1.jpg20240624004858_1.jpg
-Right vent is sticking out from the wall while the left is zfighting with the wall
20240624004953_1.jpg
-weird shadows, vertex lighting may also help here
20240624005023_1.jpg
-why are they so shiny?
20240624005103_1.jpg
-While I agree with a second exit path for this spawn, I can't see this route being anything else than a death hallway
20240624005424_1.jpg
-again dark props that could maybe be helped by vertex lighting and/or info lighting
20240624005446_1.jpg
-these patches look a bit odd being the same direction as the wood on the wall
20240624005648_1.jpg
-oddly dark for a spawn exit
20240624005946_1.jpg
bottom pipe could use a info lighting to fix it's darkness
20240624010001_1.jpg
-can see behind the metal plate prop on the upper area
20240624010042_1.jpg
-yellow lighting feels aggressive
20240624010054_1.jpg
-dem steps are chonk
20240624010133_1.jpg
-zfighting on the wall with the yellow 2 and the walkway above it
20240624010222_1.jpg20240624010205_1.jpg
-I really like the jeep prop but it's a shame it's always in the background. The only spot it's within gameplay spaces is this dark area, could possibly replace the concrete block with a jeep to help make it more noticeable and thematic
20240624011005_1.jpg
-cabinet door clips into the dirt pile prop when it opens
 

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