- Apr 13, 2009
- 728
- 309
Lame excuse of a plot :closedeyes: :
BLU and RED are presently fighting for control over a refinery. This facility produces a unique substance, that, through adequate application, could shake the balance of power in either side's favor.
Objective:
Capture control points and hold them as long as you can !
To win, each team must accumualte 100 domination points.
1 domination point is awarded every 5 seconds for each control point owned by your team.
Control points currently do not grant a forward respawn or any other advantage than counting towards victory.
There are 3 control points in this map :
A is stretched and offers oportunities for sniping (supposedly).
B is quite open and can be accessed from many directions.
C is rather cramped and designed around close quarters combat.
All 3 involve some form of vertical advantage that can be exploited.
Known issues :
In the rare occurence where both teams reach 100 points at the same clock tick, either one will be chosen as the winner, though I am not entirely sure which one (whichever holds A ?). I'll set it up to stalemate at a later time.
Additional credit :
Artesia's excellent lettered CP holograms.(pakratted A, B, C in the map, if that's a problem please tell me)
TheBladeRoden's domination prefab, for inspiration, though my entity setup is different and more simple.
All comments are welcome as long as they remain constructive.:blushing:
Update notes :
Alpha 1b :
*Grey is the new orange, ground dev textures have been changed to a lighter tone of grey, overall it's more bearable to the eye though I wouldn't call it pretty.
*Very basic 3D skybox, a couple of ships in the distance.
*Fixed various lights that were badly oriented and/or not powerful enough.
*Fixed a few props that were looking the wrong way
Alpha 2 :
*There's now a hud that tells you exactly the progress of each team (strongly inspired by TheBladeRoden's domination prefab). The team colored bars that were spread throughout the level have been removed.
*The area around C has been made a little more spacious.
*The spawns are now a little closer to the objectives, which hopefully should help heavies get into the action more quickly.
*Respawn times have been slightly decreased. Respawn time keeps decreasing as the game progresses (the better the other team's domination score, the shorter your team's respawn waves)
*Removed annoying pillars around B, and clipped the train 'trenches' so you can walk out of them instead of having to jump.
*some people suggested I make instant caps, other people suggested I make them longer. I've decided to take one extreme and make caps instantaneous to see how it works out.
*Fixed the sliding doors around B that could be triggered from the other side of the building :facepalm
*You can now jump/fall/be pushed into the water at C.
*3D skybox is done
*Lighting props and effects are mostly done
*Various optimisations, possibly areaportal-heavy, framerates are good for me compared to Valve maps, gotta see how it will turn out for other people and with more detail.
*Hopefully I haven't forgotten to include a file or two this time...
Alpha 3 :
*Back to 10 seconds caps for a single non-scout
*Overall reduced and tweaked health and ammo placement
*Layout changes around C :
-1 of the 3 giant tank things has been removed on each side, it's now possible to reach the top of the containers without returning to B or sticket jumping.
-The small hideout on either side have been made a little closer to the center of the action.
-The platforms that let you get out of the water have also been made closer to the center.
*Layout changes around A :
-There's a small building on the roof, separating the BLU and RED sides. I hope it makes a decent sentry emplacement.
-The open containers on the tracks have been closed off, no one seemed to go inside and it looked wrong anyway.
*Text fixes as suggested by ABS.
*Removed the announcer's... announcements, they get extremely repetitive after a while due to the points often changing hands. We'll see if it was a bad idea.
*The buzzer warnings at 25, 50, 75 and 90% are still there but will only buzz once for he first three and three times for the last one. Hopefully it makes them less annoying.
BLU and RED are presently fighting for control over a refinery. This facility produces a unique substance, that, through adequate application, could shake the balance of power in either side's favor.
Objective:
Capture control points and hold them as long as you can !
To win, each team must accumualte 100 domination points.
1 domination point is awarded every 5 seconds for each control point owned by your team.
Control points currently do not grant a forward respawn or any other advantage than counting towards victory.
There are 3 control points in this map :
A is stretched and offers oportunities for sniping (supposedly).
B is quite open and can be accessed from many directions.
C is rather cramped and designed around close quarters combat.
All 3 involve some form of vertical advantage that can be exploited.
Known issues :
In the rare occurence where both teams reach 100 points at the same clock tick, either one will be chosen as the winner, though I am not entirely sure which one (whichever holds A ?). I'll set it up to stalemate at a later time.
Additional credit :
Artesia's excellent lettered CP holograms.(pakratted A, B, C in the map, if that's a problem please tell me)
TheBladeRoden's domination prefab, for inspiration, though my entity setup is different and more simple.
All comments are welcome as long as they remain constructive.:blushing:
Update notes :
Alpha 1b :
*Grey is the new orange, ground dev textures have been changed to a lighter tone of grey, overall it's more bearable to the eye though I wouldn't call it pretty.
*Very basic 3D skybox, a couple of ships in the distance.
*Fixed various lights that were badly oriented and/or not powerful enough.
*Fixed a few props that were looking the wrong way
Alpha 2 :
*There's now a hud that tells you exactly the progress of each team (strongly inspired by TheBladeRoden's domination prefab). The team colored bars that were spread throughout the level have been removed.
*The area around C has been made a little more spacious.
*The spawns are now a little closer to the objectives, which hopefully should help heavies get into the action more quickly.
*Respawn times have been slightly decreased. Respawn time keeps decreasing as the game progresses (the better the other team's domination score, the shorter your team's respawn waves)
*Removed annoying pillars around B, and clipped the train 'trenches' so you can walk out of them instead of having to jump.
*some people suggested I make instant caps, other people suggested I make them longer. I've decided to take one extreme and make caps instantaneous to see how it works out.
*Fixed the sliding doors around B that could be triggered from the other side of the building :facepalm
*You can now jump/fall/be pushed into the water at C.
*3D skybox is done
*Lighting props and effects are mostly done
*Various optimisations, possibly areaportal-heavy, framerates are good for me compared to Valve maps, gotta see how it will turn out for other people and with more detail.
*Hopefully I haven't forgotten to include a file or two this time...
Alpha 3 :
*Back to 10 seconds caps for a single non-scout
*Overall reduced and tweaked health and ammo placement
*Layout changes around C :
-1 of the 3 giant tank things has been removed on each side, it's now possible to reach the top of the containers without returning to B or sticket jumping.
-The small hideout on either side have been made a little closer to the center of the action.
-The platforms that let you get out of the water have also been made closer to the center.
*Layout changes around A :
-There's a small building on the roof, separating the BLU and RED sides. I hope it makes a decent sentry emplacement.
-The open containers on the tracks have been closed off, no one seemed to go inside and it looked wrong anyway.
*Text fixes as suggested by ABS.
*Removed the announcer's... announcements, they get extremely repetitive after a while due to the points often changing hands. We'll see if it was a bad idea.
*The buzzer warnings at 25, 50, 75 and 90% are still there but will only buzz once for he first three and three times for the last one. Hopefully it makes them less annoying.
Last edited: