Yokohama

PL Yokohama b2

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a2

A:
-added bump to middle bridge to break up sightlines
-adjusted roofs to change who can walk where
-added additional underground route to come up behind sniper's favorite spot

B:
-adjusted blue entry to area to give them a better forward foothold and hopefully focus gameplay more on the tunnel

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Idolon

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aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a3

A:
-adjusted position of gates that open when A is capped
-changed a wall to fencing to make the area feel more open
-cart is slower on rollback zone (.75 speed)

B:
-no changes

C:
-adjusted blue high ground route to not so directly counter a red holding position
-adjusted rooms on red side to make engineer setups stronger, more intuitive, and comfortable
-opened up far ramp flank
-health and ammo adjustments
-cart is slower on rollback zone (.5 speed)

D:
-lowered capture time from 4:00 to...

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Idolon

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Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a4

A:
-made walkable roof two-way again to made headbugging over the top less annoying for red to deal with

B:
-adjusted blue spawn orientation to encourage use of teleporters / shortcut
-raised red respawn wave time from 7 to 8

C:
-no changes

D:
-full restructure of point room to be more defendable and more interesting to fight around
-raised capture time from 3:00 to 4:00

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Idolon

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Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a5

A:
-no changes

B:
-removed awning route to make building area a better hold for blue and to force red down more predictable paths

C:
-added stair to make rotation between main and upper flank much quicker
-added route to bottom flank into loading ramp area to make it more useful for blue

D:
-removed bottom half of spiral stair to make sentry nest less accessible to blue, changed to pool exit route
-adjusted red spawn position to encourage use of high ground over low ground
-added minor...

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Idolon

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Feb 7, 2008
2,108
6,119
your update notes are nicely formatted
Thanks! It's funny, part of my full-time job involves writing "narratives" which are effectively just changelogs for sets of construction documents. My employer has a highly standardized way of writing them and I think that's bled into my map changelogs.
 

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a6

A:
-no changes

B:
-removed sentry perch spot
-removed sniper perch spot
-added new flank from low ground up to balcony for blue to get a wider angle on red's hold
-added medium health to high ground to assist blue team pushes
-increased train timer from 40s to 50s

C:
-no changes

D:
-no changes

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Pdan4

Still trying to add
aa
Nov 25, 2013
104
246
This map is really cool and the architecture in it is genuinely inspiring (like, in a 'you CAN make a cool layout for this game!' kinda way). Love the 3 bridges. I only wish there were some more interplay between the upper level and lower level. Not sure how, but maybe compartmenting off areas that are currently big ledges and turning them into buildings, and then having there be stairs inside, would do so.
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
632
357
What's the status on this project so far? It's pretty interesting for a PL map but it's not been updated in almost three months now :(
 

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
What's the status on this project so far? It's pretty interesting for a PL map but it's not been updated in almost three months now :(
It's on the back burner while I work on other projects. I try to only have one Source engine project at a time, and that slot is currently taken by something that has an actual deadline.
 

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a7

A:
-added additional spawn exit for red in case of camping

B:
-reworked area around point to better control sightlines and give blue a proper flank around the point
-added additional spawn exit for red in case of camping
-added route from A/B spawn connector to C/D to prevent blue players from getting trapped when B is capped

C:
-rework of B/C connector to be more cohesive / allow faster rotations for blue / remove a sniper perch overlooking B
-minor rework of point area to simplify height...

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Idolon

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aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a8

OVERALL:
-reworked red A/B lobby to be less spaghetti
-retextured all "stairs" for visual distinction
-out of bounds detailing
-minor optimization

A:
-added awning to break fall damage for red players exiting high route

B, C, D:
-no changes

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Idolon

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aa
Feb 7, 2008
2,108
6,119
Idolon updated idojapanindust with a new update entry:

a9

A:
-moved medium health at bottom of last ramp to underground area, added small ammo for spies
-added stair to get from sewers to red entrance

B:
-opened up building flank for red to give defense more options to push back
-opened up sewer flank a bit more
-moved health in flank building to top floor to be easier to find

C:
-near complete overhaul

D:
-raised entire room 128 units
-made room bigger
-moved track end 256 further into room
-added a jump pad for red into blue's high ground...

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Idolon

they/them
aa
Feb 7, 2008
2,108
6,119

Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
Idolon updated Yokohama with a new update entry:

b1

OVERALL:
-initial artpass
-optimization

A:
-adjusted lots of geometry for artpass
-added some new routes due to piles of coal
-removed basement route under stairs because it was redundant

B:
-removed a bit of fence to make low ground flank more relevant to pushing cart through first choke
-made window openings taller, wider, and removed mullions for ease of movement

C:
-no changes

D:
-made pool do damage throughout entire volume
-payload explosion hurts you now

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Idolon

they/them
aa
Feb 7, 2008
2,108
6,119