- Mar 22, 2009
- 412
- 125
Nuclear
Nuclear is a single stage payload map with 4 capture points.
The basic synopsis is that Red has a large Nuclear reactor, which Blue must destroy.
So blue, using a custom 'pinch cart' made by Cerulean must travel around and finally into the looming Nuclear Plant to wreak devastation upon the red team.
Currently I am really after lots of feedback, in whatever form (bugs,balance, fun-factor etc) to help me along the road to making this map something special
Cheers, mashpotatoe
Special thanks:
-Cerulean for cart model
-III_demon for track peices
-fearlezz for smoke particles
-Nipet for helping in general
-Floor Master for lots of testing
Updates:
alpha 14 (16/09/09) changes
-Raised the hieghts of many buildings throughout map
-Altered the layout from cp1-cp2 slightly, there is now more horizontal variation and hopefully less of a choke point
-Redesigned the Nuke cooling tower again, looks better then before
-Rasied the hieght of the last section insed the Nuke building
-Enhanced 3d skybox
-Altered prop fade distances and fog settings
-Rotated the ramp in the building near the start to hopefully favour blue
-Altered the fencing near cp 1 so that there is a path behind the rock, hopefully easing this chokepoint
-rasied the hieght of the skybox significantly
-Fixed clipping issues on fences so that projectiles now bounce off them
-Add some extra/ altered some exisiting buildings around the edge of the last point to ease the openess
-Lowered the final cap point further so it isn't on one large plane level of flat ground
-Changed the layout of side buildings near cap 2
-Optimised slightly
-Added a cross on the glass at the end so it is evident where the payload finishes
alpha 13 (06/09/09) changes
-stretched the map out horizontally
-Enlarged the final cap point area
-detailed the beginning of the map further
-added custom smoke stack particles made by fearlezz
-Tweaked respawn wave times through out the map
-Increased the amount of time Blue get from captures
-Changed the building on the way from 2-3 by increasing its size and altering layout
- Fixed the weird looking water
-Added a small shelter at the final stage near reds spawn door to prevent camping
-added some tuck aways at the final cap to favour engineers and ambush classes etc
-Increased the size of the nuke smoke stack
-changed the post\itions/ aamounts of health and ammo
-Lots of other small fixes/ tweaks
alpha 10 (21/8/09) changes
-Much redesign over the whole map in the hope that it plays even better!
-Enlarged the final cap area inside of the Nuke cooling tower
-Totally redesigned the area from cap 1 to cap 2
-Added a basic 3d skybox
-detailed Blues 2nd forward spawn
-redesigned the area leading up to the last cap point from 3-4.
-Added a generator/doomsday device/ whatever you want to call it into the final area below the ground
-Changed the Nuclear smokestack to a more basic one that can't be seen through.
-Stretched the map out in general so it is not as craped
-Added some proper lighting here and there
-Altered the maps ambient colour and fog settings to make it visually better
-tweaked respawn times
-Added some more detail in sections
-Added fade distances to props
-Altered many area portals/ hints etc for optimisation in new layout
-Expanded the staircase ramp in the building from 2-3
-removed a lot of uneccessary signs and moved others to better spots
-Altered many health/ ammo packs throughout the map
-reduced the thickness of many walls from an over fat 32 units to more acceptable 16.
-Slightly detailed Blue's first spawn room
-Changed the whole map to snow theme (just joking )
-Lots and lots and lots of other things that I am too lazy to write out or have forgotten about!
alpha 9 (24/7/09) changes
-Expanded the triggers on all doors so they open smoother
-Added some small sections of detail around the map
-tweaked spawn times throughout the round
-Changed the ledge near cap 1 so it is harder for red to acess and easier for blue to get on
-Totally changed blue's first spawn room
-Changed the initial gates to be bigger and not all face the same way
-Added soundscapes throughout the map
-Removed many uneeded windows throughout the whole map
-Totally changed the layout from capture 2 to cap 3, the track now goes behind the building and the building has been
altered to be more of a focus on gameplay. the infamous "ledge" is now able to be accessed from the new centre building
-Totally changed the ottom bit on the way to cap 3, it is now more narrow as more action is to happen above near the tracks
-Altered the area near 2nd cap by adding a ledge/ balcony for defenders and removing a unused window
-Removed the small bridge on the way to cap 2 (that connected toa rock) and walled up the entry way there so red engineers have
a better chance.
-Added a window to the alternative entrance to the last cap point and made it larger (the door and the ledge bit)
-lowered the partial cap rate given by the cart, so attackers don't accumlate as many points
-Moved the one way door in the side route to cap 1 to make it harder for red to flank blue
-Added a teleport entity for red players that get locked out of spawn after cap 1 disables the door
-Changed the layout of the building nearblues initial spawn so that blue demomen/soldiers can rocket jump into it
fixed the issue with water not being translucent
-removed some uneccassary signs
alpha 8 (18/7/09) changes:
-fixed blue being able to build in their first spawn
-Made a direct path for red to cap 1, so no-one wanders off the wrong way after leaving spawn
-Tweaked respawn times all through each cap point for balance
-Set the max time for blue to 10 mins
-Lightened up the last point
-Added a few more displacements around the last/3rd point
-Added some detail around 1st cap point
-Optimisised more around cap 1/2
-Addded another route and small building during 4th cap point to add more interest to red defending the track
-Made it more obvious which doors are locked
-Changed the side passage near cap 3 so that it is larger and made the previously unused side route onto the point more viable
-Altered some health/ ammo distributions
alpha7 (29/6/09) changes:
-Completely changes the track layout to capture point 2
-Textured and added detail to some buildings
-Changed the theme of the map to Hydro-likeness
-Removed much nasty orange texture sfor more pleasant grey ones
-Tweaked respawn wave times throughout each cap point for both teams
-Changed the amount of time captures give blue
-Removed the laserand its pillars on final cap to open it up
-Slightly changed last cap point
-fixed many dark static props so they look better
-Redid most displacements to make them smoother and better looking
-Slightly altered Blue's first spawn room
-Added no-build to some areas that aren't meant to be built in
-added lots of optimisation, map should run much better throughout now
-heaps of other little fixes and changes that take to long to write out individually
-Hopefully pak-ratted properly !
alpha6h (18/6/09) Changes:
-completely redesigned reds spawn
-added slight optimisation
-fixed a few shuddy displacements
-moved the door leading red from spawn out during cap 2 so that red gets to the fight quicker
-tweaked spawn times all around
-Added No entry overlays to team specific doors
-re-textured most of the ground/ cliffs to proper textures
-moved the sun upwards so it isnt as impacting on gameplay
-changed the layout on the way to cap 3 to help blue out more
-Slightly altered initial start time and awarded cap times
-changed the cart model to Cerulean's pinch cart model
-Changed the end explosion wityh a dramatic new effect
-Lots of other little changes not worth mentioning
alpha5 (8/6/09) changes:
-Fixed an issue where red players would get stuck in the rolling back cart
-Fixed an issue which caused blue to spawn in their forward spawn before it was unlocked
-Adjusted all doors in the map to open more smoothly
-Added a side route on the way to first cap starting from near blues spawn and finishing in
either the building with the open wall or outside behind the chokepoint.
-Slightly enlarged the area just before first cap which is also the end location
of the new side route
-Changed the first blue spawn room's outer doors to gates to allow blue an idea of the layout
before the setup time finishes
-Added more signs throught the map
-Reduced the amount of bonus time each capture gives
-Reduced the intial time to 6 minutes
-Increased the setup time to 65 secs
-Altered a few door models to gates that can be looked through
-Added more cover on the from 3rd cap to 4th
-Added a side tunnel on the way from near blues final forward spawn to the third cap point
to help give attackers a bigger advantage
-Shortened blues respawn wave times throught the whole round
-Slightly lengthened red respawn wave times on the last cap point
-Changed the last cap point moderately to make it more open and less choke-pointy
-Changed both of the old side doors leading into the last cap so that they can be opened
either way
-Fixed the evil sidedoor in the final cap point to make it more usable
-Added another route inside to the final cap point to help attackers out
-Added some basic textures to the final point
-Completely changed blue's final forward spawn to give attackers more cover when leaving.
There is now two exits from this spawn as well.
-Added water and textures underneath the bridge in the area with rocks between 2nd and third cap.
-Added some minor optimisation throughout the map
alpha4 (4/6/09) changes:
-Fixed some no clip issues
-Added more rocks in certain areas such as on the way to third cap
-Added a new path with a one way gate beneath the plant on the way to second cap
-Altered the cart prop to look more interesting
-Fixed a few texture problems and small nodraw leaks
-Added more cover at the very start of the map for blue
-Added an access route via a rock to the building with open ledge near the start of the map
-Made the access doors into the last cap one way only from outside
-Modified some of the health and ammo packs distributed throughout the map
alpha3 (29/5/09)
-First public Release
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