CP Lair A6

Virtual Duality

  1. Sandwhip

    aa Sandwhip

    Messages:
    142
    Positive Ratings:
    38
    Lair - Virtual Duality

    Yeah, it's the place from the Steam VR. I like the setting a lot.

    This is larger than most other 3CP maps, probably about the size of a 5CP map. Much of the layout is likely to stay the same but the forward spawns (due to the size) will probably come and go through versions.

    It's a little buggy right now but it's only minor stuff.

    Look out for a special surprise when trying to capture the point!
    And DON'T MESS WITH THE LASER, that thing is armed, and it's not covered in our insurance policy.





    Lets hope people don't hate it this time around
     
  2. Sandwhip

    aa Sandwhip

    Messages:
    142
    Positive Ratings:
    38
    +Added 2 additional control points, located in each teams atrium.
    +Tweaked locations and quantities of health/ammo kits
    +Added defender high ground for last
    +Added additional forward spawns, used after capturing the atrium and attacking last
    +Optimised clipping on many props
    +Lighting improvements
    +Added some additional signs
    +Fixed a bug related to areaportals

    To come:
    Custom announcer
    Skybox
    Layout changes
    Respawn time changes
    Extra Clipping
    Soundscapes
    Bug fixes
    ???

    Read the rest of this update entry...
     
  3. Sandwhip

    aa Sandwhip

    Messages:
    142
    Positive Ratings:
    38
    +Reworked multiple points in various manners, details below
    [Points A and E moved forward, small platform with consoles added in its place. Croc tank added in place of the drop-down zone in front of the point.][Points B and C moved outside, in now in the 'garden' area, which now a playable space. Redid the displacements and props in this area, and added Croc pit.]

    +Extended capture time across all control points
    +Fixed a bug related to forward spawn rooms
    +Blu now has a functional laser
    +Lasers now activate on point capture
    +Added a means for Defenders to reach the Attacking highground without having to flank
    +Misc bug fixes

    To-do:
    Maybe rotate by 90*
    Skybox
    Announcer
    Soundscapes
    More depending on playtests

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

    aa Sandwhip

    Messages:
    142
    Positive Ratings:
    38
    +Reworked the mid point, and rotated half of the map by 90 degrees
    +Added soundscapes (more work to come to these in future)
    +Changed skybox texture to the one used in the TF2 VR level for accuracy

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

    aa puxorb L69: Emoticon

    Messages:
    473
    Positive Ratings:
    695
    This has an old-school shooter kind of look to it. I like the style.
     
  6. Jack5

    Jack5 L3: Member

    Messages:
    140
    Positive Ratings:
    25
    Holy hell this map went from 0 to 100 real fast. The only thing I think that needs work now is the skybox out by the middle 3 points.
     
  7. lucrative

    lucrative L1: Registered

    Messages:
    40
    Positive Ratings:
    49
    I always wanted to see a V or right angle shaped map in competitive haha im envious
     
  8. Sandwhip

    aa Sandwhip

    Messages:
    142
    Positive Ratings:
    38
    +reverted layout back to the old 'straight' format, rather than the 90 degree turn
    +added extremely basic 3D skybox
    +added custom soundscapes
    +added additional props
    +added a bunch of ambient sound effects
    +added additional route to and from last, connecting to upper battlements
    +extended defender respawn time when defending last
    +changed positions of some props

    Read the rest of this update entry...