PL pl_sakura A3

A payload map set in a snowy, nighttime Japanese village

  1. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

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    Positive Ratings:
    107
    pl_sakura - A payload map set in a snowy, nighttime Japanese village

    A payload map set in a snowy, nighttime Japanese village

    All and any feedback is greatly appreciated, especially regarding the layout!
    Please note that the lighting is a WIP, so is subject to change a lot. There are also quite a few lighting related issues that will hopefully be fixed soon (namely the roofs).
     
  2. Messing Around

    Messing Around L5: Dapper Member

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    111
    should your map be in Alpha instead of Beta?
    because a beta map means it's ready to be detailed and only need some small changes on the layout

    Some problems i found:
    1) No setup gates, i can just open the doors and push the cart right away, while the setup timer still counting
    2) Clipping, i can jump over the outward clips and get outside; there's no clipping on any building's roof, it would be fun to play some kind of "rocket warfare" 12v12 Soldier only, but not so fun for other classes
    3) No health & ammo packs (there's only one on Blu spawn)
    4) Too dark, you should lit your map as bright as daytime
    5) A bit overscaled and flat, no cover at all
    6) Also there're some walls floating outside your map
     
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  3. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    107
    This update brings:
    *Improved lighting throughout the map, now slightly brighter and more consistent through the map.
    *Improved clipping greatly, especially atop buildings
    *Added two more areas to help access the rooftops, meaning that the high ground is accessible for all classes and both teams
    *Added some health and ammo packs around the map

    As always, any feedback is greatly appreciated!

    Read the rest of this update entry...
     
  4. DrSquishy

    DrSquishy L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    107
    I've raised up the last point, stopping the whole top area from being so flat and open at points. There are currently three routes up there, to stop the main ramp being so chokey. I have also tweaked the lighting slightly to make it a little less bright around the buildings.
    All and any feedback is greatly appreciated! I will be trying to redo the cave, so ideas about their current state are also very helpful.

    Read the rest of this update entry...