PL Highwood b11

My entry for the most bureaucratic contest I have ever seen, the Payload Checklist Contest

  1. Asd417

    aa Asd417 L1: Crook

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    711
  2. Sneeuw

    Sneeuw L1: Registered

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    new version, look alot more like details to me. i also got stuck at the same spot coming out of cave again. make the roof non phasable. like all of it because when you stand on the cart coming out of cave you get stuck in the roof. also i cannot stress how important it is for the red team to have the highground in the spawn area, like i suggested before add that balcony on white house, but also make white house an actual building with a medium ammo pack in it and a small health pack. id also suggest that large health pack in the stairway thing i suggested before. another good idea is on the way into last if blue got more cover it would let blue at least get onto the platform easier.
     
  3. Asd417

    aa Asd417 L1: Crook

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    I know about the cave you dont have to keep telling me. Upward has that problem as well and I'm not sure if it's necessary to fix it. I understand what you mean but I will balance the map based on the playtesting results.
     
  4. Asd417

    aa Asd417 L1: Crook

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    711
  5. Asd417

    aa Asd417 L1: Crook

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    992
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    711
  6. Lain

    aa Lain heath ledger with some dreads

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    Please don't use the name Sierra, it's my current koth map name and i'm using it come RC1.
     
  7. Asd417

    aa Asd417 L1: Crook

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    Alright, I'll continue reading California map then
     
  8. Asd417

    aa Asd417 L1: Crook

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  9. Wyvern

    aa Wyvern Certified TF2 Cartographer

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    Hey there ASD, So I really like your entry. A few stylistic/gameplay things though:

    20181110104139_1.jpg

    For this area, I think it would look a little more interesting if you'd add a 3d skybox of some kind; maybe add some buildings behind the wall area, it looks a little bland.
    20181110112510_1.jpg
    For this area, it might just be a tad bit open, but it might just be the picture. I like the height variation though.

    Overall, this map is a great contender for the top three. Keep working, ASD, I like this one!
     
    • Thanks Thanks x 1
  10. Asd417

    aa Asd417 L1: Crook

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    Thanks for the suggestions, I am grateful for your compliments. I should update the screenshots though... those are from a1
     
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  11. Asd417

    aa Asd417 L1: Crook

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    Some details
    Fixed clipping for building near point C.
    Added another route into the building after point B. This route is one-way that enables after capturing point B.
    Added custom soundscape. Credit to sean.townsend for Tawny Owl - Female and Tawny Owl - Male on freesound.org

    Read the rest of this update entry...
     
    Last edited: Jan 3, 2019
  12. Asd417

    aa Asd417 L1: Crook

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    This version took long time to work on since I intended to finish most of the works.

    Detailed most places in the map
    Name changed from Nelder Grove to Highwood
    Optimized

    Read the rest of this update entry...
     
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  13. Another Bad Pun

    Server Staff Another Bad Pun punished bird

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    1,374
    make the mapname Elder Grove
    or just go back to Nelder

    I refuse to believe Highwood is a superior name
     
  14. Asd417

    aa Asd417 L1: Crook

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    Quick Update
    Added clippings
    Capturing B now gives blue 3 minutes instead of 4 minutes
    Capturing C now gives blue 2 minutes instead of 3 minutes
    Fixed visible nodraw

    Read the rest of this update entry...
     
  15. Asd417

    aa Asd417 L1: Crook

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    Here is a comparison between Alpha 1 and Beta 5

    Crane above final point
    a1
    [​IMG]
    b5
    [​IMG]

    Below the crane
    a1
    [​IMG]
    b5
    [​IMG]

    Point C
    a1
    [​IMG]
    b5
    [​IMG]

    Point B
    a1
    [​IMG]
    b5
    [​IMG]

    Near blue spawn
    a1
    [​IMG]
    b5
    [​IMG]

    The layout did not actually change too much. Areas feels like the old areas. This is because I wanted to see how far I could go while retaining the original concept. This could be bad but I think it gives the map more unique feeling.

    The general shape is still recognizable but several changes are very apparent. For instance, I changed the environment light a lot since the original lighting was too dark. It is great for more moody environment that does not rely heavily on the environment light but I need the twilight to shine through the dense redwood forest. This map was called pl_pink during alpha because of this lighting.

    A1 and other early alpha used swamp rocks since it worked well with the ground texture as demonstrated in koth_suizin. However, I wanted to keep the rock color consistent across the map so I decided to change to grey. (The cave areas couldn't really have brown rock walls since it would blend with the ground texture)
     
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    Last edited: Jan 20, 2019
  16. Asd417

    aa Asd417 L1: Crook

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  17. Asd417

    aa Asd417 L1: Crook

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  18. Asd417

    aa Asd417 L1: Crook

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  19. Asd417

    aa Asd417 L1: Crook

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    Increased delay between owl soundsin soundscape Grove.Outside (obviously the most important change in this version)

    Fixed one way doors being openable from both sides

    Packed Nax file (for those who might want to play with bots)

    Fixed texture alignment of skycards (so they dont have this annoying faint line at the top)

    Read the rest of this update entry...
     
  20. Asd417

    aa Asd417 L1: Crook

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    Added a small health kit in the hut above the cave. This should help blue push through point B just a little bit more.
    Added clip brushes to smooth collision.

    Read the rest of this update entry...