Osiris

CP Osiris b27

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
I underestimated a few aspects involved with wrapping this map up so I have to split the final detail pass into two releases. This works out though because I made two quite large layout/gameplay refinements in B and C I would like to see tested. This should address most if not all of the gameplay concerns mentioned in the previous test. I did however get most of my final spytech detailing ideas in first draft form, some crude skybox detailing, and a first pass on red spawn architecture/detail in so at least there are some new visuals to enjoy. I also want to keep an eye on the timer stuff in the map as it might need some overall lowering so the round is a bit quicker.

The next version of the map will have all the final bells and whistles.

Gameplay changes:

A
-nothing

B
-opened up whole right side area (as blu facing B) via removing one large stone pillar and a few fence props to feel less cramped and less like two hallways.
-removed large sand retaining wall for more mobility in the area
-removed tiny little shack hallway that went behind the pillar and converted it into a red sentry pocket
-converted the back window wall behind the point to a large door that opens on capture of the point. This should remove confusion of the layout in the area and making pushing into the start area of C a lot easier
-opened up the right one way door flank area for blu

C
-removed one way doors
-opened up the entire beginning area of C
-added large retaining wall dropdown for blue on left side (as blue facing C) of beginning area so blue has two entrances into the point and red has only one exit they can push back through.

D
-shifted the large main blue choke entrance sentry spot to hopefully be a better hold for blu. There is a slight chance this makes pushing through this choke a bit harder for blu.
-added a dropdown in front of reds final spawn to allow them quicker access to the point but at a height disadvantage

Some pics of new details and changes:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Revamp time! I figured it would be fun to experiment with multi stage because why not? I definitely saw how tiring the full 4cp osiris could be so lets break it up into stages. I will however upload the last 4cp version of the map in a separate download somewhere just in case there is any desire for it.

The current plan is to have the map be cut into two stages. The first stage being 3cp and the second being 2cp with a chance the first stage gets a control point removed because I really hate the current B there heh.

This upload is my first attempt at the second stage with an entirely new A made from scratch and B being the original D from the 4cp version of the map. Im pretty excited to test the new A stuff.

Pics:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Stage 1 time!

I decided to keep this stage 3cp and completely redesign B. It should be a big improvement (I hope :p) so im pretty excited to test it. A and C are basically untouched from the previous 4cp version of the map. I might add a little more space into C depending on how the first few tests go though.

Pictures of new B:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
The first few tests of B1 showed an obvious need for an improvement to reds ability to defend A and a bit of difficulty entering final choke to B.

A
-added tall red fort immediately behind point for red to retreat into and hold
-opened up area behind point
-added large ramp entrance into B choke entrance
-increased initial timer by 30 seconds to 5 minutes
-increased cap time by 2 seconds to 12 seconds
-increased time given on cap by 1 minute to 7 minutes

B
-removed one way door on blues high entrance onto the point
-removed small bit of cover on high entrance walkway

Pics of new stuffs

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Stage 2's A is the final area that needs testing and potentially large changes which is alright with me because ive been enjoying working on the area.

This versions changes hopefully make A defendable now as the testing so far has been a blu land slide every round. I made quite a few changes to give red more defensive options at A but since a few of the changes sort of help blu as well im not entirely sure where the balance calibration will sit for this test. Either way I hope red at least gets a chance to defend A for a few minutes.

Changes

A
-converted rock interior areas to wooden buildings to open up interior space and allow for more pathing options (also to help with this damn displacement limit heh)
-gave red direct second floor access from their shortcut into A
-added a large displacement next to point so red isnt at huge disadvantage taking main to the point
-added large displacement in front of point to give both teams cover and allow red some sentries directly on the point
-added ramp for red to access blu height advantage right in front of the point
-removed a few doorways in the main large building
-added staircase for blu to reach a previously one way red drop down
-added additional entrance into central building area
-lowered back rock ramp to only reach second floor of red building rather than third
-extended fence near back wall next to red building
-reworked health pack placement near point to be a little more red sided

B
-opened up ceiling above main entrance so it feels less like a cave

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A Ninja

L1: Registered
Nov 21, 2014
28
4
Just wanted to let you know that there are folks still keeping an eye on the map development! Still running b15 right now and looking forward to the finished product when you finish the revamping.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Just wanted to let you know that there are folks still keeping an eye on the map development! Still running b15 right now and looking forward to the finished product when you finish the revamping.

Hey thats cool to hear! Is it the FITH server by any chance?

The final version wont be 4cp so I hope that wont be missed :p (its two stages now)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Yeah! I just played cp_osiris_b15 on a custom map server with about 16 people

RED seem to respawn very quickly when defending B (4s on an AD map?). Short distance from spawn to CP too. The map didn't progress past B because of this

But everyone liked the look of it, and the general layout. Don't remember any other complaints. Great stuff
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Yeah it took me a while to realize how damaging that low of a red respawn was for the map. It should feel much more balanced now that its split up and reds respawn is a longer wait.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
I finally got both stages into one map, all rocks converted to displacements and first iteration skybox stuff in place. I still have tons of detail and sculpting to do but I wanted to test sooner rather than later.

Changes

Stage 1

A
-lowered initial timer from 6 minutes to 5

Stage 2

A
-added fourth blue spawn gate exit on cliff side
-added second floor rooms to cliff side building
-added lower route under cliff side building
-removed clip brushes on cliff side building roof
-opened up lower route exit into point area
-reworked staircase entrance to main building
-added prop cover for red on first sand dune
-converted a few small healthpacks to medium

B
-opened up blus entrance to the rat tunnels
-widened rock cave flank near the large blu dropdown
-added more floor to the large blu dropdown so its less precarious
-added small health and medium ammo just under blu dropdown

Pics of new stuff
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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
This is a quick update to fix the red forward spawn issues and add in some stage 1 A to B choke changes.

-removed small left side flank and made left side just one path
-connected A to B via new simplified left flank
-extended right side exit into B platform out a little
-raised sand in main path to reach side flank to remove ladder ramps
-widened main sand path entrances to left side flank
-removed vertical wooden beam in left side flank

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Im pretty excited to test this version as I redesigned blus cliffside area in stage 1 B and big chunks of stage 2 A. The new stage 2 stuff is more simple and hopefully removes the spaghetti like pathing options seen previously.

Changes

Stage 1

A
-widened left side exit to B area

B
-redesigned and simplified blus cliff side area
-mellowed out the steepness of main sand dune
-blocked off one of the sand dune entrances into sand dune height flank
-put some railings on the two central control point platforms
-widened whole blu left side choke hallway
-widened right side choke exit
-raised blu left side choke entrance
-widened top of sand dune hallway exit
-added a drop down to sand dune exit
-lowered reds sentry platform above the point
-simplified reds cliff side back area pathing
-removed clipping on cliff side building
-moved the medium health and ammo to back of reds cliff side area


C
-widened entire right side flank area and hallway
-blocked off right flank's side pillar gap so the area is more flank-y
-removed brush inside fence prop covering reds main sentry spot area to let blu see through
-extended the floor of the left side height path to let blu spam the point from platform

Stage 2

A
-added large fence on blus height over the point that opens on A capture
-removed cliff side blu spawn exit
-reworked and simplified the cliff side building
-added sand dune to behind new cliffside building for better pathing
-removed a few doorways to de-swiss cheese-ify the area
-flattened and raised main building interior area
-redesigned and simplified the red side building immediately behind the point

B
-added guiding doors to left red spawn area exits that open on capture of A
-added wooden plank connector to main elevated platform for blu in choke to B

Pics of new stuff
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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
Hopefully this version makes stage 1 C a smidge easier to capture and stage 2 A a bit harder.

Changes

Stage 1

B
-reduced time give on cap from 5 minutes to 4
-fixed red spawn doors getting stuck open on B capture

C
-reduced height of main sentry spot from regular crate to half crate
-reduced metal from full to medium and moved it away from holding spot

Stage 2

A
-removed entire interior space of main building
-removed red elevated path above point
-extended red sand dune behind the point and added some new cover
-added sand dune next to reds right side

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
This update is focused on the stage 1 A to B connector and hopefully allows for a better/easier blue hold.

Changes

stage 1

A
-simplified and lowered right side walkway (as red facing blue spawn)
-made right side small jumping section walkable planks

A to B connector
-widened main choke by 96 units
-raised the main sand path 64 units
-raised all of A and A to B connector 96 units
-added new right side (as blu facing B) entrance into connector
-moved health and ammo pack from inside connector to blu side
-added a new blu one way mini blu drop down inside left side choke (as blu facing B)
-lowered red side small flank entrance to require ladder walk up
-added two crates on main sand path
-widened path to height over B

B
-moved sentry spot health and ammo to back of area

stage 2

A
-closed gap between displacement and stairs on cliff

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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
I finally started to chip away at detailing but as usual want to test a few small gameplay changes in between :p

Stage 1

B
-lowered cap time from 18 to 16
-added small staircase and elevated platform inside blue height entrance

C
-lowered cap time from 10 to 8

Stage 2

A
-added blue drop down rock connector

B
-simplified gold altar geometry
-removed altar fence prop

Pics
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JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
I wasnt liking the way stage 2 A was playing so I revamped the choke and hopefully made it more interesting to fight over. I also realized stage 1 C was still too harsh on blu players so I put a one way door in the flank.

Stage 1

C
-added one way door in flank
-removed all crates from red height area

Stage 2

A
-removed small wooden choke building
-added rock cave flank
-removed blue cave drop down
-added large rock spire blu side
-added suspended wooden plank path on new rock spire
-widened lower level displacements around spire
-widened stairs and added wooden plank path
-removed reds small wood fence cover behind the point
-widened and heightened lower cave route

Pics

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Billo

aa
Feb 8, 2016
921
404
Hey there!
I have been watching and playtesting this map for a while. I personally really dig this map. I feel like the idea and the theme are great. I also like most of the layout and how you handle displacements and certain high/low ground areas.
Although that's the case I want to say this:
You have been working on this map for 8 straight years now, you tried multiple different designs and stages. I believe working on a project for this long can really tire someone after a while.
I think a good idea would be to take the best parts of each stage such as the giant drill, the points that play the best and make a single stage out of it. Perhaps it could be a 3cp Attack/Defend. This way you can finally finish this long worked project while having something that you can look at and be proud of.
Like I said I really like this map and I am looking forward to testing it once more. Good luck with it.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
After a few month grind and a massive asset injection from my friend Mark Foreman the big osiris art pass is finally here!

I wound up doing a ton more gameplay changes than I originally thought I would for this version but im excited to test them and pretty confident they will all be improvements.

Timer changes:
-increased start time for each stage by 1 minute from 5 to 6 minutes
-reduced time given on cap of all points by 1 minute each. (stage 1 A+B are now 3 minutes and stage 2 A is now 6 minutes)

Map changes:
A
-moved blue spawn 128 units away from control point
-replaced plank bridge with ramps closer to the building
-removed some hoodoos near the large sand dune
-added some cover to A spire
-removed a few fence props from top spire pathing
-removed blue right side staircase
-increased red side health and ammo on spire

B
-added lower deck path on the cliff
-added health and ammo to red side shack

C
-added ramp for red access to right side flank
-opened up lower pillar areas next to control point and below blue drop down
-added small health packs to medium ammos on both ends of main hall
-removed blue sniper perch on sand dune

Stage 2 A
-added ramp access to roof of shack outside blue spawn
-put cover on balcony and roof of shack
-added health and ammo to roof of shack
-increased ammo around control point
-added small chickenwire cover under red platform near point

Stage 2 B
-cleaned up and widened sniper perch path
-converted crate jump path to thin staircase

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Billo

aa
Feb 8, 2016
921
404
Holy shit! The artpass update made the map look like a painting!
Looks awesome my dude, I am looking forward to playing Osiris asap.