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PL pl_watercontrol a5

Payload map set in water control station

  1. rand0m

    rand0m L1: Registered

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    • Like Like x 3
    Last edited: Mar 1, 2016
  2. Aeix

    Aeix L3: Member

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    This looks pretty good actually, although I would say that judging from the screenshots, there seem to be a lot of open areas with very little cover other than the buildings themselves. It can be worth putting in a couple of props even in alpha, so that when the map is playtested, people have some cover. It doesn't have to be final, but it is very useful in playtesting. It doesn't need to be anything that is too detail-y or small, my personal favourites for throwing down quickly when I'm building a layout are the "container", "truck" and "hydrobarrel" props.
     
    • Agree Agree x 2
  3. rand0m

    rand0m L1: Registered

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    - lots of minor changes
    - added trigger_hurt in areas it was missing
    - nerfed few sightlines
    - added patches under health & ammo pickups
    - made very last tracks close to final cap roll backwards zone
    - bunch of clipping fixes

    Read the rest of this update entry...
     
    Last edited: Feb 28, 2016
  4. rand0m

    rand0m L1: Registered

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    - added forward spawn for RED team on 1st point, reduced walk time and made it less confusing
    - reduced RED respawn times after 1st and 2nd point capture
    - added textures on certain doors informing you they don't open yet
    - added more cover prop cover
    - added additional exit for BLU spawn after 3rd point capture
    - hopefully fixed getting stuck in respawn rooms
    - still didn't fix 1st point massive RED team height advantage, no time before gameday, will come in a4

    Read the rest of this update entry...
     
  5. rand0m

    rand0m L1: Registered

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    Some screenshots, will compile everything again with few more minor bugs fixed and update download tomorrow. I did some work to layout though.

    1st

    Overall I wanted to nerf defending far forward a bit, and make holding in cap point building more viable, heard complaints about 1st hold during EU imp. I removed one medium healthpack near the building and instead added it next to ammopack inside it to make it less confusing to find. Widened doors (especially the one the cart goes through), to give defenders less cover, and added more cover for attackers. Kindof reworked the boring building that is right in front of setup gates, added window to it to make attackers know where the sentries inside are, and just make them less scared to go inside. For cap point building, I nerfed sightline from entrance to ramp, giving engineers perfect sentry spot and added one-way window exit for defenders. It also lets spies climb to blu forward spawn to sap teleporters.

    http://imgur.com/2SuNMj0
    http://imgur.com/XwAJEEi
    http://imgur.com/8i8UHQi
    http://imgur.com/znSNpR9

    2nd
    Im happy with how 2nd point plays out. You can push forward once you kill attackers and hold close, or set up strong defense inside the building. It gives attackers good options for pushing aswell. However, the sightlines on tracks are terryfying and make slower classes struggle. I added some rocks to block it, forcing snipers to expose themselves in order to get a good shot on pushers. I didn't want to entirely kill any sightline, so I left the one from big doors to cart. I also made red team not take fall damage when rolling out.

    http://imgur.com/dGVy9SH
    http://imgur.com/9sRgD11

    3rd
    That's the point I hated the most. I thought it would play out well, but it didn't. It very much didn't. Sentries were exposed, sightline through the hallway killed any purpose of pushing through there, and there was also sightline across the bridge that tracks go past. The hold was unfun and too weak. The only class that could do anything was sniper. Red had to push all across the hallway in order to do anything. What I did was add shutter in hallway, hopefully making it a fun choke. Nerfed bridge sightline, and added new perfect sentry spots. I also moved the point bit forward to make it harder to cap, since previously it was next to cover, so enemies had really hard time killing you in time. I hope it's hold-able now.

    http://imgur.com/YzO2vo3
    http://imgur.com/dGo59sk

    Last
    Honestly, half the people says they like last, the other half says its very hard to hold and needs streamlining, because red doesn't know where to hold. I thought and thought and didn't come up with anything, sadly. I replaced medium healthpacks that were easily accessible by blu team with small ones, added bit more cover in order to create one perfect sentry spot. I will probably be experimenting with last more.

    http://imgur.com/kNwUxIu

    Also, fixed brightness, getting stuck in spawn (using steel method with trigger_teleport) and lots, lots more. Tons of changes, will post everything in tomorrows changelog.
     
    Last edited: Mar 1, 2016
  6. rand0m

    rand0m L1: Registered

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    Previously mentioned update. Decided to compile it today.

    - fixed getting stuck in spawns
    - adjusted HDR settings, fixed map being too bright
    - fixed receiving fall damage when coming out of red first spawn
    - made water deep enough to crouch in it, but its same depth on the sides to allow soldiers and demos do higher jumps
    - nerfed forward hold on 1st point
    - made it so that spies can sap teleporters on blu first forward spawn
    - added cover on 2nd point
    - added shutter in 3rd point hallway
    - added more cover and killed more sightlines on 3rd, adjusted spawns and made it more viable of a hold
    - replaced all of the low ground pickups on last with small versions to nerf blu offense
    - added bit more cover to last
    - added spectator cameras
    - added some of the missing patches under pickups
    - bunch of clipping fixes
    - built cubemaps

    Read the rest of this update entry...
     
  7. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    (if screenies are outdated update them please)
    In screenshot #7, the MVM sign is confusing, it points both directions because its visible through the fence.
     
  8. rand0m

    rand0m L1: Registered

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    I forgot to check the "clients" flag in trigger_teleport options so you would still get stuck in spawn. If I had to make some changes, I used the opportunity to fix few other things aswell. Nothing big.

    Read the rest of this update entry...
     
  9. Nicky

    aa Nicky Rotten Tops

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    Lots of changes, great work keep it up :)
     
    • Thanks Thanks x 1
  10. Hyperion

    aa Hyperion L16: Grid Member

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    This looks really nice!
     
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  11. Viperi

    aa Viperi not actually a snek

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    You look quite dedicated into your work, I like that. The outcome (this) is really amazing.
     
    • Thanks Thanks x 1
  12. Egan

    aa Egan

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    • Thanks Thanks x 2
  13. rand0m

    rand0m L1: Registered

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    Thanks a lot, will look through it :)

    Though I was playing during the gameday, I use different nickname in game.