Houndpits A6

An abandoned distillery converted into a mechanical dog fighting arena.

  1. Cargo_Tokens

    Cargo_Tokens L3: Member

    Messages:
    116
    Positive Ratings:
    65
    • Like Like x 2
  2. Scampi

    Scampi L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    131
    Certainly a unique theme!
     
  3. Cargo_Tokens

    Cargo_Tokens L3: Member

    Messages:
    116
    Positive Ratings:
    65
    The main features of this update is the capture zone now works on a 35 second timer and the amount of points needed to win was reduced.

    Full Change Log:
    Features:
    - Did a bit of basic texturing and detailing in some small areas
    - Replaced the beer bottle prop with a pile of money
    - In a server of 24 players it now only takes 130~ points to win compared with the 150~ points you would get on a full server
    - Added a timer system to trigger an alarm and activate the capture zones in 35 second intervals for 15 seconds.
    - Removed the large shutter door that connected the harbor to the capture room
    - Removed a fence and added a small ramp for easier access to "Crown" from the capture pit
    - Raised the pit to be 3/4th of it's original height reducing it's deathtrap feel
    - Closed off one of the balconies above the point and made it connect to the boiler hallway
    - Placed health packs in more obvious locations and removed the Full Health pack in the harbor area
    - Drained water out of the harbor reducing it to 32hu deep
    - Sand barges now have slopes to get to dry land and not weird crouch jumps
    - Added a bit more cover to the harbor area and a large boat to break up sightlines
    - Moved around the spawnroom to prioritize heading to the connecting courtyard instead of going straight to the long harbor sightline
    - Put clips on some rooftops in the "Crown" area that no one used anyway

    Bugs:
    - Fixed some odd skybox bugs in someplaces
    - Replaced a missing texture
    - Cleaned up some lighting errors

    Read the rest of this update entry...
     
  4. Cargo_Tokens

    Cargo_Tokens L3: Member

    Messages:
    116
    Positive Ratings:
    65
    The major feature in A4 is that the capture zone's default "no-cap" state is a open sewer drain which is covered by sliding doors when capping is allowed.

    Features:
    - Added a door system to capture zone which opens when capping is not available
    - Reduced the wait timer on the capture zone
    - Added a no-build to the capture zone
    - Reduced sightlines from the harbor area into the main building
    - Added a small window where a previous ledge used to be above the capture zone
    - Trimmed down some brushes to allow easier movement in the boiler hallway
    - Made the shutter door that connects the main building to "Crown" a grate door to encourage more usage
    - Added some bits and bobs of detailing around the map

    Bugs:
    - Fixed more but made more skybox errors

    Read the rest of this update entry...
     
  5. Cargo_Tokens

    Cargo_Tokens L3: Member

    Messages:
    116
    Positive Ratings:
    65
    I want to give thanks to everyone who helped test this map and a thank you to all who gave feedback while playtesting. Playing this map in the imps was always a blast, with the exception of the koth version. My deepest apologies to the brave souls who played that. Thanks everyone, this Jam was a blast and I look forward to the one in the winter!

    A5 gives Houndpits a good visual overhaul, no longer does the map look depressing gray, now it looks a little bit over saturated.

    Features:
    - The maximum amount of points needed to capture is now 85 (3 points per players with a base of 13)
    - The wait timer on the capture zone has been increased to 35 seconds, previously 30 seconds

    - The dark sky has cleared to reveal "sky_well_01", a truly beautiful sight
    - Visual overhaul in both lighting and texture usage mostly around the center of the map
    - When the capture zone deactivates the doors open much slower, preventing some cheap deaths
    - Players now spawn in the center of their spawn room instead of being directly in front of the harbor exit
    - Placed a func_nobuild over all the water in the harbor area of the map
    - Added some streetlight/spotlights around and in the "Crown" area

    Bugs:
    - More skybox clipping errors
    - Increased the texture scale of the dirt around the capture zone

    Read the rest of this update entry...
     
  6. Cargo_Tokens

    Cargo_Tokens L3: Member

    Messages:
    116
    Positive Ratings:
    65
    The first version outside of the 72hr jam, Alpha 6 splits the one capture point that was in the center of the map into two. One located outside the main building in the Harbor the second next to a cliff in the "Crown" area.

    SORRY STAFF! I FORGOT I WAS NOT SUPPOSED TO UPDATE UNTIL YET!


    Full Change Log:
    Features:
    - The original capture point in the center of the map was removed and replaced with two capture zones both on separate timers to encourage players to move around the map.
    - The time between being able to capture has is now a random value between 15 and 25 seconds.
    - The time where capture zones are open are set to a static 32 seconds
    - A short 10 second timer starts at the beginning of a game to compensate for players leaving spawn
    - The money dropped when players die is now a small pile, not a medium

    - Various detailing mostly around the middle of the map
    - The ramps leading the Harbor capture area were widened
    - Changed the fences on the sand piles to open up the area a bit more

    - Added a small building adjacent to the cliff in the Crown area with a small ammo and health packs
    - Added a small porch area in front of the new crown building which has a medium health pack
    - Removed some cover around the new capture zone

    - Shifted player respawns to be in the middle of the area to allow for quicker access to Crown and the main courtyard
    - Added a small custom texture to detail the map objectives

    Bugs:
    - Added a missing clip brush in the middle of the map
    - Fixed an error where capturing money wouldn't reward Red with any points

    Read the rest of this update entry...