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PL Mesaworks RC3

The large single-stage Payload map with a varied style and gameplay.

  1. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
    192
    Positive Ratings:
    474
    These maps are look so delicious...

    Okay, here's what I do in the next version: I will try to play with the light, by removing the bright lighting sources from minor and detailed locations. In some places I will remove handrails. But the details Uberall will not, because I killed a lot of time and effort to make them, and to be honest I really like them.

    Let it be as it is, in my next projects, the detals will use it more expedient.

    As again: thank you for the feedback.
     
    • Thanks Thanks x 2
    Last edited: Nov 2, 2015
  2. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
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    I think adjusting the lighting might help a lot on its own, because it'll draw attention away from the clutter and focus players more on relevant spots. Don't forget, though, that players might have never touched this map before and have no reason to keep playing it. If you have to explain how to get somewhere in a post, that's a problem because someone ingame won't have read that.
     
  3. Malachite Man

    Malachite Man L6: Sharp Member

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    the map looks AWSOME!!!
     
  4. radarhead

    aa radarhead Oh?? You're a TF2 mapper? Where's your fursona

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    In response to Tyler's post, I believe this map could become top-spot detailing wise with just a few detail removals. A lot of those faraway walls should really be stripped of support beams, and the distillery sign should go. Finally, some of those hollow buildings should have the inside props removed (like the industrial tank he mentioned). Leave them hollow, though, a la granary's spawns. I know you don't want to change a lot of the detailing, but a few changes really are necessary.
     
  5. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
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    474
    Rc1: 01-17-2016 (100 build):

    - Added 40 seconds for capping the 1st point;
    - Changed the number and locations of ammunition packs and health kits;
    - Added a new flank;
    - Lighting balanced;
    - Better clipping;
    - Better stability;
    - Balanced Sentry spots;
    - Better gameplay;
    - Minor cosmetic changes and fixes.

    Read the rest of this update entry...
     
    Last edited: Jan 17, 2016
  6. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

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    Ok, the "Eclipse" is going to Release Candidate. Here the more info:


    Changed the health pack from medium to small.
    [​IMG]

    Removed door from this area.
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    Removed barricades from here, also removed light source from ceiling.
    [​IMG]

    Disabled collision on the platform, removed door, less lighting, removing barricade-crate.
    [​IMG]

    Added sniper window in this area.
    [​IMG]
    [​IMG]

    Removed barricades, added arrows.
    [​IMG]

    Removed light source.
    [​IMG]

    Removed annoying handrails from here.
    [​IMG]

    Now this area Is a flank with one-way door exit, also there is tiny ammo and health pack.
    [​IMG]
    [​IMG]
    [​IMG]

    Now blue team have a 3 ways in this area, so no more choke here. Also I removed annoying handrails and disabled platform collision.
    [​IMG]

    Added arrows down here, so people could see that's the gameplay area over there.
    [​IMG]

    Reduce the size of the barricades.
    [​IMG]

    No more senry builds in here.
    [​IMG]

    Added uphill and downhill area.
    [​IMG]
    [​IMG]

    Completely new eclipse effect in the last round.
    [​IMG]
    [​IMG]

    Ps: So yeah, I'm done with this map, the next versions will be only bug fixes & etc.
     
    • Like Like x 1
    Last edited: Jan 17, 2016
  7. radarhead

    aa radarhead Oh?? You're a TF2 mapper? Where's your fursona

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    The roof of the red building in the seventh screenshot still looks pretty crazy, is there any way to tone it down and make the detailing more consistent with the rest of the map?
     
  8. Zed

    aa Zed Certified Most Crunk™

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    I still feel that it would be worthwhile to lower the overall level of detail on this map.
     
    • Like Like x 1
    • Agree Agree x 1
  9. Hyperion

    aa Hyperion L16: Grid Member

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    I hope you have optimised it too
     
  10. Pocket

    aa Pocket Naylte ven, naylte yen.

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    How did you achieve the eclipse effect, anyway? Just color correction? Does it unfortunately also affect the indoor light as well?
     
  11. Jusa

    aa Jusa

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    Is this by any chance the building you took reference from on your last? Just saw this while searching something and was like: "Wait, thats from that tf2 map with the neat sun thing"

    [​IMG]
     
  12. Yrr

    aa Yrr An Actual Deer

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    I believe that is Battersea Power Station and I remember a screencap of his eclipse files including "pl_eclipse_battersea" or something similar.
     
  13. MaccyF

    aa MaccyF Notoriously Unreliable

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  14. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

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    I create a few brushes in 3DSkybox with a diffrent render mode and custom textures. I also use inputs to env_tonemap_controller. Yeah everything is going a bit darker but suppose, after "BooM" by blue team the generators has stop working and so no more power (only spare generators are working).

    [​IMG]

    [​IMG]

    And here how this looks in the game:

     
    Last edited: Jun 2, 2016
  15. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
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    [​IMG]

    "Ha ha charade you are"
     
    • Like Like x 4
  16. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
    192
    Positive Ratings:
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    Rc2: 06-18-2016 (102 build):

    - Minor gameplay changes and improvements;
    - Changed the size of health kit (A-Stage);
    - Lighting balanced;
    - Better clipping;
    - Better stability;
    - Balanced Sentry spots;
    - Other cosmetic changes and fixes.

    Read the rest of this update entry...

    Changed the size of health kit from small to medium.
    [​IMG]

    Visual changes.
    [​IMG]
    [​IMG]
    [​IMG]

    No more barricades here, now players can walk here and build sentries.
    [​IMG]
    [​IMG]

    Removed handrails from here.
    [​IMG]

    Increased drop area size. (c - stage)
    [​IMG]
     
    Last edited: Jun 20, 2016
  17. Muddy

    aa Muddy Muddy

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    The fence embedded in the rock looks really, really weird. Why not just have the fence next to it?
     
  18. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

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    Honestly, I did not pay of any attention to this, before your post. Maybe in the next version, I will fix it.
     
    Last edited: Jun 18, 2016
  19. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
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    Hi guys, haven't been here for a long time, nice to come back.

    Check on my server:
    134.17.26.145:27016
    [BY][FSG-TF2 Server]: PL_MESAWORKS - 24/7

    Rc3: 01-06-2020 (114 build):

    - Changed name of the map from "Eclipse" to "Mesaworks";
    - Added an additional 3rd exit from respawn for the blue team in the initial stage of the game;
    - Added an additional flank for the blue team for a better breakthrough of the capture point at the A-stage;
    - Added an additional flank at stage B, in the form of a platform near the waterfall;
    - Added an additional flank near point D to reduce the strong dominance of the red team at this stage;
    - Added an additional flank to the final stage for the blue team:
    - Re-balancing all the lighting on the whole map:
    - Slightly improved optimization in various parts of the map;
    - Changed the number, position, size of first-aid kits and ammo boxes throughout the map;
    - The possible stuck of the red team in the second respawn after capturing point C has been fixed, now after capturing of the control point the players will teleport to another respawn;
    - Reduced the number of assets in the gameplay area, the gameplay's feels now less cramped;
    - Reduced the total number of objects on the entire map;
    - Slightly reduced the time of the revival of the red team in the final stage;
    - Rebalancing of covers;
    - Moved the resupply lockers of the red team on the first respawn;
    - Reducing the chance of a server crashing by reducing the replicated objects;
    - Removed various opening doors at A stage;
    - Removed fake doors "no passage";
    - The gates for the red team are now open by default, after capturing the blue team points a, the gates are closed.
    - Removed one-way doors in the house near the waterfall:
    - Removed the extra collision on some assets;
    - Improved player clipping on the entire map;
    - Removed the collision on the railing and windows;
    - Fixed and improved cosmetic changes:
    - Decreased volume in some sound sources;
    - Fixed players getting stuck in pull out pointers;
    - Various other improvements.

    Read the rest of this update entry...
     
    • Like Like x 3
    Last edited: Jan 6, 2020
  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Why the name change? Eclipse was much more interesting than Mesaworks.
     
    • Agree Agree x 7