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PL Precipice Event 01-01-19

A single-stage Payload map based around the transportation of a well of evil souls.

  1. TanookiSuit3

    TanookiSuit3 L1: Registered

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    Precipice - A single-stage Payload map based around the transportation of a well of evil souls.

    Precipice is a single-stage Payload map with an emphasis on vertical combat contrasted with quick CQC spaces. Precipice takes place in an abandoned mill built at the edge of a chasm. Blu is tasked with the objective of pushing a cauldron containing a mysterious and evil potion which Red must defend from reaching its final destination: A well of evil souls waiting to be unleashed.

    Perhaps the mill isn’t here by coincidence after all...

    Precipice is a pretty old map me and my buddy The Horse Strangler have worked on. I’ve wanted to get back to this map after we put so much work into it. Precipice was always a Halloween themed map, and we figured we’d try and get this out at a reasonable spot before October.

    We’ve done a lot of testing on the map prior, but it’s gotten a lot of attention lately, especially coming back to it with fresh, wiser eyes.

    We’re currently on iteration V3. The map is in a pretty good state to release as is, but we want to hammer down some solid playtest feedback on it before we do.
     
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  2. basilhs333

    basilhs333 L9: Fashionable Member

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    Hey there. I tested your map on a private server and I noticed 3 things.
    Firstly the map is set with mat_fullbright 1 by default. Meaning that there is either a leak in the map or you accidentaly compiled with lighting off. ( and i tried using commands to see if tf2 was playing games with me or something but it was no use)

    secondly , there is this gigantic sightline over here , overlooking the blue spawn.
    20190515183510_1.jpg

    Lastly something minor. I just felt pointing that out.
    20190515183337_1.jpg

    good luck with your map mate.
     
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  3. TanookiSuit3

    TanookiSuit3 L1: Registered

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    Thanks for the feedback mate. It seems as thought the issues was doing an HDR only compile. The map will be compiled with both LDR and HDR next time. I am too used to CS:GO compiling, which only requires HDR.
     
  4. TanookiSuit3

    TanookiSuit3 L1: Registered

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  5. Asd417

    aa Asd417 e

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  6. TanookiSuit3

    TanookiSuit3 L1: Registered

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  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    • Agree Agree x 3
  8. TanookiSuit3

    TanookiSuit3 L1: Registered

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  9. TanookiSuit3

    TanookiSuit3 L1: Registered

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    LAYOUT CHANGES:
    -Removed lower cliff paths. Was too strong of a flank, for blue early on, useless as a push route toward end cap D.
    -Adjusted forward spawn exits to now outlet to the connector between A and B
    -Added a door blocker to the one-way door in connector. This blocks the one-way after cap A is taken by blue, preventing red from getting behind blu as they push cap B.
    -Added a mini spawn for blu. Blu gets access to this spawn after they cap B.
    -Changed forward spawn ownership after cap B. On cap of B by blu, forward spawn remains dormant for either team. Blu gets access to foward spawn after capping C.
    -Simplified cap D routes and rooms. The skybridge providing blu a flank onto the point is now gone. This should give blu and red a much more defined battle line, helping identify where to expect blu to enter the cap for red, and what areas red can occupy to defend the cap against blu.
    -Added additonal lighting to cap D to even out readability
    -Added lights in the cave that houses cap C. Readability improvement, etc
    -Added Signage for each cap, helping to direct players. (big goof that we didn't have this earlier)

    MISC:
    -Removed collision on handrails (whoops)
    -Removed collision on window models.
    -Cleaned up player clipping on mutliple areas thruout the map where players would snag doorway beams

    Read the rest of this update entry...
     
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  10. FloofCollie

    aa FloofCollie asshole

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    Can I just say, this map looks utterly gorgeous and well up to official standards; I particularly love the lighting around last.
     
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  11. TanookiSuit3

    TanookiSuit3 L1: Registered

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    LAYOUT CHANGES:
    -The entrance leading to the final cap has been narrowed.
    -Added signage and door blockers to help direct players thruout the map
    -Clipped some perch points players should not have been able to access
    -Steadily "halloweened" the map in terms od detail and art. More to come soon.

    ART:
    -Added new fx to the cauldron cart for when it stops and starts movement.
    -Added a fx effect when players land on the cauldron cart
    -Aadded some new effects to the 3dskybox, specifcally over the final cap potion.

    Read the rest of this update entry...
     
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  12. TanookiSuit3

    TanookiSuit3 L1: Registered

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    Thank you!
     
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  13. TanookiSuit3

    TanookiSuit3 L1: Registered

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    LAYOUT CHANGES:
    -Widened Tunnel cap, this allows blue to get in a little easier, and gives red some defensable positions early on
    -Adjusted proportions of first cap for red, the balconies and walk ways are closer to the cap, allowing red an easier time with sentries
    -Adjusted blu min spawn direction, it now outlets to the direct blu should travel after capping CP B
    -Made the overhang building on the cliffside a one way door until CP C is capped, this again reinforces it as a defensible space for red.
    -Adjusted final cap area, some sniper angles are gone
    -Adjusted sightlines on CP A and B, cleaner reads

    ART:
    -Candles have been brightened
    -Correctly packed new particles and cubemaps
    -Added lighting in areas that were a little too dark
    -Event elements are added in, but not yet active.

    Read the rest of this update entry...
     
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  14. TanookiSuit3

    TanookiSuit3 L1: Registered

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    GAMEPLAY:
    -Added the Underworld event area. Players have the option to enter the Underworld through portals which spawn once a checkpoint has been reached.
    -A full clipping pass to prevent players getting stuck.
    -Lightmap and other general optimization has been done to help keep FPS high.

    ART:
    -Redesigned blue spawn to look more appropriate to the theme.
    -General polish to wooden buildings.
    -Redesigned barn and house near final cap.

    SCREENSHOTS:
    [​IMG]

    [​IMG]

    [​IMG]

    Read the rest of this update entry...
     
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    Last edited: Jul 10, 2019
  15. TanookiSuit3

    TanookiSuit3 L1: Registered

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  16. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Apparently Precipice doesn't have a version string so people don't wanna run it in imps. Might wanna update that.
     
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  17. Narpas

    aa Narpas I don't know what the heck

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    Yeah, I didn't run it in today's imp because of that. If you don't include a version string, then people might get conflicting files and not be able to play on the map unless they delete the previous version from their computer manually. Because of this, as stated in this post, maps submitted to be tested need a version string attached to them
     
  18. TanookiSuit3

    TanookiSuit3 L1: Registered

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  19. TanookiSuit3

    TanookiSuit3 L1: Registered

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  20. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

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    You might've forgotten to pack this version, as there are error models every so often. Other than that, nice map! I really like running around it, and I'm sure it will be added some October's night.
     
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