Heatwave

CP Heatwave Alpha 1

SSX

aa
Feb 2, 2014
392
411
Heatwave - This is a non-functioning version of the map. No spawns, no points, no working doors.

Finally have screenies, holy crap.

This map has been in redesign for nearly 2 years. With tons of redesigns on the layout, retakes for extra efforts and more to come in the future after testings.

The map's layout will be somewhat familiar and at the same time, not so familiar as the previous versions.

For now, I'm having this thread as a place holder till I have a fully running version of the map out which shouldn't be too far into the future.

DISCLAIMER:
All lighting, visibility bugs, and shadow bugs are being fixed.

First Point:
This area may be familiar to those who played the first versions of this map a long time ago. Well, it's back, and it's more up to date than ever before.
20160427152253_1.jpg
20160427152306_1.jpg

A to B Transitional Area
While standing somewhat in the original area of what used to be Heatwave's transitional area is now much different than what it was. The area between A and B have been vastly cut down to allow for a quicker play and stronger defensive/offensive attack by both teams.

FUN FACT: This area went through literally 15 changes before I finally settled on one I thought looked good.

20160427152321_1.jpg

The New B point
3 Iterations of the point spanned across 10 different versions is what created this area. First it was a shitty bridge. Then it was a less shitty bridge with a ton of sightlines. Now it's just a corner area with very few sightlines.
20160427152331_1.jpg

B to C Transitional Area
Resembles nothing of the original transitional area. It includes a lot of side areas as well as game play for just about any type of class. Whether your
the spy or the scout. There's plenty of running room in here.
20160427152401_1.jpg

C Point Area
From rip-off to something I just randomly slapped together one day. This is the end of the map. Large point? Check. Final Spawn? Check. Open roof access because I was too lazy to make proper lighting for this area? CHECK!

20160427152411_1.jpg
20160427152436_1.jpg
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Looks great, but did a large monster nom a chunk out of that house?!
 

SSX

aa
Feb 2, 2014
392
411
Looks great, but did a large monster nom a chunk out of that house?!

When I get to detailing it, it'll probably be some sorta explosive that went off. :p
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Nah, make it a giant tyranosaurus with a head that bobs up and down over the building like one of those little water-drinking birds with the top hats that everybody's grandmother owns.
 

SSX

aa
Feb 2, 2014
392
411
This is going to be hard to do, but it needs to be said. The next update, or 'fix' won't be for maybe a couple months.

I need to redo this map...again. To sum up, I have over scaled this map. Just like I've done with several maps in the past. Now I need to fix it.

Walk distances are fucked, ceiling sizes are too. So ya. I need to redo this map again to make sure these get properly done...