Rift

CTF Rift RC3

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Oh man,I can't hold my panties looking at that pic. ( ͡° ͜ʖ ͡°)

Seriously,I've watched the entire thread. Looks like you take a TON of breaks (I undestand you. It can be SO tiring sometimes I can't even... ;V )
Anyways,It looks really cool. Can't wait to try it out in a gameday/imp/whatever! o3o
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
I'm going to have a field day explaining those map objectives to the others on the server. Still going to try this rather interesting idea, though.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Beta 10ignore the a

Gameplay
-Rearranged last area entirely
-Changed gamemode back to Invade CTF
-Fixed some playerclips that should have been blockbullets

Details
-Improved general detail and lighting across the map
-Added some of EArkham's Mayan props
-Re-added WorMatty's bomb response setup(was accidentally removed somewhere around b3)

Known Issues
-No ropes on blue side
-Cubemaps may or may not be broken

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Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
1,025
Dwbmfae.jpg

These stairs aren't clipped.
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No transition between map and skybox. It's super awkward to see projectiles and bullets get immediately swallowed up here.
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Really easy to get caught on this plank of wood here.
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Not a clear enough distinction between which roofs I can and can't jump on here.
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Displacement seam.
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You forgot to pack something.
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Cubemaps are broken.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Beta 11

Technical

-Fixed a few lighting bugs
-Removed some unnecessary hints
-Fixed some bad brushwork
-Fixed some bad smoothing groups
-Hopefully fixed cubemap and custom content packing errors
-Fixed some HUD issues relating to the flag
-Fixed the flag dispenser

Detail
-Added in a few props from the Mayann asset pack
-Changed colour of torch lighting
-Added a few small details to previously bland areas

Gameplay
-Added another resupply cabinet in each team's spawn
-Removed awning above main spawn exit

P.S: No, I do not plan on doing a total conversion to the Mayann assets. I feel that EArkham's team-colored brick textures are necessary for players to know which side of the map they're on(and I just can't be bothered with switching everything over anyway).

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chemelia

yndersn't
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May 11, 2014
406
619
BETA 12


-Smoothed out a ton of areas that required jumping(not sure what I was thinking)
-Improved lighting and detailing in many areas
-Moved wall of crumbling temple to make defending that route easier, and added some barriers to facilitate that change
-Hopefully improved optimization across most of map
-Fixed pop-ins on various cliffs and towers
-Edited fog and env light settings
-Deleted and redid most of the messy brushwork
-Func_detailed some things that should have been
-Blocked off some annoying sentry spots on mid
-Lessened ammo value on mid
-Removed some custom content that didn't really need to be custom
-Removed a lot of unnecessary prop clutter
-Rewrote the dumb lore that probably no one has read
-Many misc. bugfixes

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chemelia

yndersn't
aa
May 11, 2014
406
619
BETA 13

-Removed timer, rounds now just go until someone wins
-Added a trigger so standing in your own capturezone will prevent enemies from capping there
-Hopefully fixed flag ownership sometimes glitching out
-Added a small ammopack in the elevated shack
-Many small lighting & detailing improvements
-Fixed some popping and other visual issues
-Changes too minor to merit a new batch of screenshots

-Added killable birds

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chemelia

yndersn't
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May 11, 2014
406
619
So the blog post about a possible upcoming jungle-related update reminded me about this map, and that I've had a mostly done RC1 version sitting around in my maps folder for a while now. Just a bit of a heads-up that this project might not be entirely dead(at least not yet..). Would probably be reasonable to expect it to be out around the end of the month. :D

Some of the changes include redoing all the cliff displacements, fixing the awful brushwork, optimization improvements, and hopefully finally getting rid of the pop-in errors!
 
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chemelia

yndersn't
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May 11, 2014
406
619
Release Candidate 1a

-We did it reddit!!!
-Brightened everything up
-Fixed pop-in errors
-Added a new structure in the 3d sky
-Remade most displacement cliffs
-Added some extra details in sparse areas
-Changed the MvM bomb response system to play an announcer line rather than a klaxon
-Added a whole bunch of ferns
-Fixed some lighting errors, particularly in spawn

-Added some more ropes/wires
-Fixed mismatched lighting on many lampposts
-Added more killable birds

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Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Why is there a pile of gold in the third screenshot? It looks like it should be dirt or something.

Edit:
Believe it or not, ancient peoples stored their gold in buildings.

That's true. But, why is it piled in front of the ramp? It just looks like and odd place to store a massive amount of gold. It looks odd visually too, and a little distracting.
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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Why is there a pile of gold in the third screenshot? It looks like it should be dirt or something.
Believe it or not, ancient peoples stored their gold in buildings.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Why is there a pile of gold in the third screenshot? It looks like it should be dirt or something.

My head canon for that was that it used be filled to the brim (scrooge mcduck style) but it was emptied out by the teams.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Release Candidate 2

-Added brand new custom announcer, voiced by MegaPieManPHD!
-Further improved displacement cliffs

-Improved optimization
-Improved skycard lighting(still not perfect, unfortunately)
-Fixed physics on beer bottle props
-Remade abysmal arch brushwork and added more faces
-Fixed a spot you could get stuck on outside the gold room
-Added an easter egg(see if you can find it, post a screen here if you do)
-Fixed some misaligned ropes
-Fixed a visible nodraw
-Fixed a perch point clipping error

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Bud Calypso

L1: Registered
Jul 28, 2015
39
25
-Added an easter egg(see if you can find it, post a screen here if you do)

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"And the winner is":

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A few things I noticed on the hunt:

psV55ca.jpg

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These pictures don't show it very well, but check it out in game. The detail changes - could be distracting.

HEY1RoG.jpg

XT3Nag5.jpg

Same with the car, better see ingame.

cKwI3Gw.jpg

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Same again, but more so by lighting.


otPePav.jpg

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This one is the most obvious

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Don't want to change the bulb here

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As mirrored as the piano in my map ;)
On red side it seems they first put the lamp and then built the wall.
On blu side, the lighting doesn't really seem to reflect its source imo.

More to sound later, but may it be that it isn't the same on this spot for both sides too?!
On one side there was an echo on the other side there wasn't, iirc.

E3soe1Z.jpg

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It doesn't bother me that the beams of the platform don't extend to the ground, I guess that's okay.
This area is generally really cool and i bet fun to play, but the lamp doesn't care.
While this is obvious in the first pic I also question where it is attached to in the second.

FXJdrHd.jpg

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The pics again don't reflect that but ingame this light flickers when drawing near.

I also like to add that the pickup on the leaf is a very nice idea, but maybe you could add one or two more leaves around it or on the ground of the water?! Idk, to me that would seem less purposely staged, more natural instead.

Additionally, rocketjumping out of there into enemy territory is a blast! Gj!

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Looks kinda odd. Maybe use the texture(/size) of the ceiling "right" next to it?!

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Was occasionally able to stand for a split-second somewhere between theses overlapping clips when rocketjumping on it.

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This is very subjective, but this TV didn't fit there for me.

Sound

Though it wasn't fully consistent yet (see spoiler concerning lights), I need to mention that the sound on this map stood out to me. The chirping of (unvisible) birds + the reverberation in most areas really add to the atmosphere.

And MegaPieManPHD as announcer?! Valve, add this!

But maybe you could delay the initial announcements for one or two seconds?!
It's just that it overlaps with the initial shoutouts of the player at start, so you barely understand the first words of him.


This is all very nitpicky but hopefully that's what you're looking for in a RC.



Though I'm no fan of the mayan-theme this is one of the few I like anyways. As it looks fun to play but also visits the theme more than merely using it bare bones. I hadn't had a chance to play this yet but look forward to get the chance to at some point.

Regards,

Bud
 
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Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
detail props appearing and disappearing is one of the optimization technics. If you take a look at some valve maps like goldrush, you'll see a lot of props appearing and disappearing.

Since this map had some performance issues in the last imp, I think they should be forgiven, although he can adjust the fade distance a little bit if its way too obvious.

EDIT: Also, great to hear you replaced WEEE HAVE THE DEVICE voice.