Mesaworks

PL Mesaworks Final

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
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.
 
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JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
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.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,044
627
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.
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
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...
 
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Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
Ok, the "Eclipse" is going to Release Candidate. Here the more info:


Changed the health pack from medium to small.
WVlxpIr.jpg


Removed door from this area.
8haAjrG.jpg


Removed barricades from here, also removed light source from ceiling.
jINgGUL.jpg


Disabled collision on the platform, removed door, less lighting, removing barricade-crate.
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Added sniper window in this area.
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Removed barricades, added arrows.
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Removed light source.
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Removed annoying handrails from here.
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Now this area Is a flank with one-way door exit, also there is tiny ammo and health pack.
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Now blue team have a 3 ways in this area, so no more choke here. Also I removed annoying handrails and disabled platform collision.
Fh3uR2H.jpg


Added arrows down here, so people could see that's the gameplay area over there.
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Reduce the size of the barricades.
iZqBG7I.jpg


No more senry builds in here.
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Added uphill and downhill area.
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Completely new eclipse effect in the last round.
kB1iPDA.jpg

0b498Pp.jpg


Ps: So yeah, I'm done with this map, the next versions will be only bug fixes & etc.
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I still feel that it would be worthwhile to lower the overall level of detail on this map.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
How did you achieve the eclipse effect, anyway? Just color correction? Does it unfortunately also affect the indoor light as well?
 

Jusa

aa
May 28, 2013
380
620
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"

111019145024_02.jpg
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
I believe that is Battersea Power Station and I remember a screencap of his eclipse files including "pl_eclipse_battersea" or something similar.
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
How did you achieve the eclipse effect, anyway? Just color correction? Does it unfortunately also affect the indoor light as well?
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).

PFRkaVX.jpg


nHx9mOQ.jpg


And here how this looks in the game:

 
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Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495

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"

111019145024_02.jpg

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


wqqivd7.jpg


"Ha ha charade you are"
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
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.
5CqFrUT.jpg


Visual changes.
etDSfgG.jpg

Yo3sGXG.jpg

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No more barricades here, now players can walk here and build sentries.
jjuBmW3.jpg

PLJyMD7.jpg


Removed handrails from here.
ALmTEOk.jpg


Increased drop area size. (c - stage)
mJqkoRc.jpg
 
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Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
The fence embedded in the rock looks really, really weird. Why not just have the fence next to it?
Honestly, I did not pay of any attention to this, before your post. Maybe in the next version, I will fix it.
 
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Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
200
495
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...
 
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