Two Alpha versions without any playtesting? Sounds good. Well, I added a cylinder formation on top of the building where you go underground with a small health kit. I also added some more optimization, a small wall with barrels on the roof you access with a side building, in order to prevent sniping up to there and a bit of optimization. Oh, and I also added patches under the health and ammo!
This update fixed the issue with one of the BLU spawn doors not opening, as well as one spawn door opens all it's respective spawns. The big change: Lighting! I added lights, as well as a special skybox. I don't have cubemaps built yet, so bear that in mind when seeing the water and point. The entire map is lit without props, as I usually wait until my light placement is set and stone to place props.
Other small changes include:
-Water scale set to .1 by .1
-Slight movement of water barrels to block sightlines
-Change of the connector wall from glass to opaque brushes, along with a slight height increase
Pretty good start so far for a KOTH map! Some things I noticed:
This is still a pretty long sightline
This is too but no so much. People on the point would easily be able to kill any attackers coming through here. Maybe moving the far door to the right side would make it interesting as a flank.
It'd be interesting to have a way to fall down into this area or have more routes coming to it, since there's only two at the moment. Also you can increase the water scale to .5 or .75 to make it look nicer
I understand having two rooms to spawn in is a good idea, but each spawnroom should have two doors to avoid any spawncamping, which could easily be done if a Demoman or Engi managed to get atop that rock since it covers both exits. Maybe merge it into one big spawn room and use those two doors as exits, and add a third on another wall? Just my two cents.
Well, this made some pretty big changes, and a lot of changes in general. I took all the feedback from the A3B test and applied it. I also noticed few people taking the underground route, so I edited that.
-Put ramps on both sides of the point
-Put walls to protect the small health kit on the roof
-Opened up walls in between underground routes
-Turned large underground room into tight corridor
-Removed ramp in middle building
-Added a medium ammo pack in the underground room
-Removed a route
-Changed medium health underground to full
-Removed water in underground room
-Moved middle building door
-Removed bushes in planters
-Lowered spawn roofs
So, not nearly as many changes as last time, but still pretty important.
-Added buildings at the point to break up sightlines
-Made main buildings skinnier
-De-cluttered underground route.
-Got rid of random cliff thingy in front of spawns.
So, this made a pretty big change. I hope it will add more to the map, but I think I need to work on the changes later, but it will help for the main idea for the change.
-Added buildings in front of spawns
-Moved spawns back
-Fixed a bug where a BLU spawn door's window was inverted
-Added a window to the health pack on the underground route
-Added a dropdown ramp in front of spawns
-Added bridges between the point buildings (connecting them to the point)
-Did a little optimization for better play
So, welcome to alpha 7! If the map continues at this rate, I might get into Beta soon!
-Lowered small buildings
-Allowed people to go on the small buildings next to the point
-Added a ramp to the med. health kit on the roof
-Moved glass cover on the small roof cylinder
-Shortened the cylinder on the point building roof
-Added spectator cameras
-Fixed a small issue with the dropdown ramps
-Added a bump under a stack of barrels by the point
-Fixed the HDR
-Added more diffuse on shadows
So, this map is going strong. I might get into beta soon, but only time will tell.
-Lowered the small grey buildings, now they can be jumped to by most classes.
-Cut the planters into 2 sections
-Raised one section of the planters so you can jump onto the point roof with them as any class
-Completely reworked the roof health pack.
-Removed one pathway from the roofs to the point
-Moved centre spawn buildings forward
-Made a diagonal wall on the battlements roof room
So, this was a neat update
-Changed some building heights
-Added small health to the "lower" route
-Changed some textures to concrete for future reference
-Added barrels on top of the small grey buildings
-Made the small wall on top of the battlements building taller
-Stocked up even more barrels on the battlements room
-Added cover on the side doorway
-Reduced the number of visleaves
-Hopefully fixed the lighting issues
-Started to compile skybox cubemaps
Hooray! I think the map is strong, and now we're gonna go into beta!
-Made the battlements roof into it's own room
-Made it so you can't go above the connector
-Added a bit of "cover" on the small health roof
-Widened the point roof inward a little
-Did general optimization
-Raised the skybox
-Started beta (duh)
-Added some clipping
-Changed the look of the connector
-Embedded the .nav file
So, not much gameplay-wise changed, but now it's (mostly) filled with non-dev textures!
-Added cover on the point roof
-Replaced most of the dev textures.
-Added railings in some areas.
-Made some fancy stuff in the spawns.
-Made a wall over the tiny buildings, so Soldiers can't spam at the route it covers.
So, I was going to make this into Beta 2B, but I made some changes that would change the gameplay pretty drastically, so it's Beta 3 now.
-Replaced some more dev textures
-Changed the two small health packs on the battlements into ammo packs
-Put light props
-Made the shiny floors less shiny
-Thinned out the metal platforms to get to the battlements
-Changed a medium health pack to small.
-Did a bit of optimization for shorter compile times
-Aligned some textures
-Fixed missing patches under health/ammo
So this map is going strong. I really like how it's ending up so far, and we're now in Beta 4!
-Removed some clutter on the point roof
-Switched all the white brick textures outside from indoor textures to actual outdoor textures (Thanks, Yaba!)
-(Hopefully) fixed the weirdness of the indoor lighting
-Changed the textures on the two buildings next to the point
-Added some overlays for gameplay
-Removed the Caution tape on the capture zone borders.
-A differing texture is used to indicate borders, in the tape's place.
-Replaced the metal sheet prop by the tiny buildings with small walls.