Obscurity

KotH Obscurity a8

Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Obscurity - Four ramps lead up a hill, in between two large towers that cast huge shadows.

This is my first map. I've been inspired to work on this after Array's map making video and UEAKCrash's videos.

The capture point is in between two large towers that cast huge shadows. Four ramps lead up a hill with the cap. This map is pretty small, with the spawn room door being just visible from the cap point. There are barriers for both teams to use. Players can take the high ground or through the towers.
 

Mightymudkip

L1: Registered
Jul 13, 2019
34
3
New update:
- Upscaled center point and towers
- Three-way exit from the spawn
- Dirt ground with slope elevation (will be replaced with terrain brush as soon as I figure out how they work without compiler errors)
- No more "stairs"
- More boxes from cover



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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
I guess I can do displacements:
- Replaced dirt ramps with displacements of sand ("it's everywhere, get used to it")
- Made a second floor to the towers
- Raised the low ground around the capture point
- New skybox, lighting, and prop lights
- More rocks

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
New Update, More Open, More Obscuring:
  • Expanded middle courtyard with chain fence walls and a sand-barred shed
  • Redone all the displacement for better quality
  • Edited sniping spots in towers, closing off sightlines
  • Replaced fences on cap with taller fences, closing off sightlines
  • Add another rock in the courtyard, closing off sightlines
Next is getting a good looking skybox

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Update: Am I done yet? :
  • Building walls are thinner
  • Building frames and support beams added for fanciness
  • Displacement rebuild again now that I know about the vector tool
  • Walls are put up where purposely unclimbable displacements were
  • The map's skybox boundary has been enlarged with fewer skybox elements to make the shadows run more fluidly
  • Environmental light made with less bloom/contrast
  • Added lamps in dark spots
  • Respawn time is shortened (likely too much)
  • New water towers
  • New brush made window braces on the second floor20190904223925_1.jpg 20190904223945_1.jpg 20190904224007_1.jpg 20190904224058_1.jpg
P.S. I'm probably not done, but with school starting, the next update wouldn't come soon. I'm in a game design program. That will explain why my first map ever made is so good. I did make an Unreal Tournament map before this but eh.

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Update:
  • New Displaced Canyon
  • Busted a hole in the wall of the second floor for quicker drop-in
  • Smaller health and ammo packs
  • More crates (thus less space) on elevated platform/engine's favorite building spot
  • Edit shadows and lighting
  • Added street lamps
  • and FINALLY FIXED RESPAWN TIME!!!

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Mightymudkip

L1: Registered
Jul 13, 2019
34
3
Surprise, I'm back.

What could I have possible do to improve Obscurity? A lot.

+ Increased size of center point
+ Replaced rock cover around point with dirt piles to provide more cover from sight lines
+ Area portal and hints to optimize (wish it was more but it's a wide open map, IDK)
+ New textures for red team building
+ New Texture for canyon
+ More props in spawn and buildings
+ Left spawn room is computer room themed (just cuz)
+ Spawn rooms are now bigger (spawn points stay the same)
+ Tractor
- No skybox . . . oh well

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