PL Sabotage A5a

Oh my god, it's a mirage! I'm tellin' y'all, it's SABOTAGE!!!!

  1. OctoBlitz

    OctoBlitz L5: Dapper Member

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    69
    Sabotage - Oh my god, it's a mirage! I'm tellin' y'all, it's SABOTAGE!!!!

    Sabotage is a map I have been working on for a while to help me practice my layouts, as well as helping me experiment with logic systems and forward spawns

    Some things I already know that are wrong with the map include the following

    • Track props not aligning correctly
    • Choke Points Galore
    • Some issues with lighting
    Please provide any feedback you can give to me as soon as you can as I am looking forward to developing this map more in the future.
     
  2. [Rx.] Christian Troy

    [Rx.] Christian Troy L4: Comfortable Member

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    50
    I can't stand it! I know you planned it! :p

    Had to take this one on a run due to the reference.

    - On loading the map there are a lot of VPhysics errors in the console. Mostly tracks but some other props are mixed in there too.
    - Blu spawn seems a little too close to one of the doors going out and very far away from the other. Maybe move it to the back about as even with the exit doors as possible or add another spawn on the other side. Red spawn seems fine with even exits.
    - The glass window across from the blu spawn has a different texture on the outside. Not sure if that is on purpose.
    - Check point 2 for the bomb cart seems kinda "iffy" to me. It's very close to the red spawn with resupply lockers very close by and can be heavily camped by the red team. Blu team still has to run there from their first spawn which a bit of distance even for the scout class. Once that one is captured red team's spawn does move to the final point but, blu team still has to run from their first spawn to get there and their spawn doesn't move until the 3rd check point.
    - The 2nd blu spawn seems fine when the cart gets to point 3 and so does the red 2nd spawn. Some good battles should take place there.
    - Near the 2nd blu spawn, when you go out of that spawn, make a left through the next door, and left at the fence there closing off that small area, you can see inside the back of the blu spawn even though it's a full brush on the inside.
    - So far the layout itself seems good and power ups seem to be in good spots.
    - The env_light seems good so far with the shadows looking good too. The only big things I noticed were some track props not lighting correctly but with this map being in alpha, this is a non issue right now until some textures are put in where they are at.


    I only had a few hours to play with this one but, it seems this one is going to be some fun to play. And please don't change it's name if ya can help it. I look forward to playing with it more when more is done with it.
     
  3. OctoBlitz

    OctoBlitz L5: Dapper Member

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    I am unsure on how well the first test went, on the account that the demos were a little borked as it is. However from the feedback I have a feeling that I have ALOT of work to do if I want to make this map balanced for both teams.

    I don't know if its the players on each team or the fact I need to put more cover on the map, but It is easy to say that Blu dominates this map surprisingly, even though I built this with every intention of having hard choke points for BLU to push through and many defensive options for RED to hold out in. If I end up getting a demo that shows what happened in the test and it has to do with the amount of cover, I will be changing up a bunch of areas for the map.

    As For Blu's first spawn, I made it with the intentions of making it like Upward's first spawn, Not to worry, I will be remaking this spawn room for the next version.

    I am always looking for more Feedback on the map, so feel free to comment on some things about the map if you can.

    Also,
    Don't worry, I won't ;)
     
  4. OctoBlitz

    OctoBlitz L5: Dapper Member

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    "I'mma set it straight, this Watergate"

    Its been a while since I worked on this map, however I felt like I should at least try and get some updates out and try and work on this more, as I've drawn up some new ideas for this map that I cannot wait to implement.

    This update to Sabotage includes the following changes:

    Cut off a major sightline between Blue spawn and the 1st point

    Changed Skybox to put less stress on the eyes of everyone playing

    Added a new ledge near the 3rd point to help Red defend

    Added a one way door accessible to red near the 3rd control point that blocks blue from easily flanking.
    *NOTE: This door will remain open upon the capture of the 3rd control point*

    Added a ramp to last leading up to Red spawn

    Smaller changes include minor signs, new props, and texture changes to the map

    DEV NOTES: Well this may be the only update I may upload again until I get bored with my 72hr map, however if the last point doesn't go over well, I am scrapping the entirety of last past the 3rd point and completely redesigning it with some new ideas I have in mind. If there are any pieces of feedback you have for me feel free to PM me on steam, discord or leave it in the comments of this post.

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

    OctoBlitz L5: Dapper Member

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    "Can't stand rocking when I'm in here, because your crystal ball ain't so crystal clear."

    Major update time!

    This update includes the following changes:
    • COMPLETELY REWORKED 3RD CONTROL POINT TO LAST
    • Red has 2 new retreating spawns for their defense
    • Added a new building near the 1st cap as a compromise until I rework more sections of the map
    • Added more health and ammo!
    • Made defending players still in a previous spawn, be automatically teleported to a retreating spawn upon the capture of a control point thus stopping players from suiciding from becoming trapped in a spawn room

    Read the rest of this update entry...
     
    Last edited: Jul 27, 2018
  6. OctoBlitz

    OctoBlitz L5: Dapper Member

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    Minor update:

    • removed a intentation in a wall near blu spawn
    • Moved some rocks to fix their models
    • Added some overlays for attacking team to give a sense of direction while trying to find the objective

    Read the rest of this update entry...
     
  7. babu rola

    babu rola L1: Registered

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    "Oh my god, it's a mirage! I'm tellin' y'all, it's SABOTAGE!!!!"

    what does this even mean?
     
  8. OctoBlitz

    OctoBlitz L5: Dapper Member

    Messages:
    215
    Positive Ratings:
    69
     
  9. OctoBlitz

    OctoBlitz L5: Dapper Member

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    This update of Sabotage includes the following changes.

    Added new route to 2nd accessible to blu upon capturing the first point
    Added more cover to 2nd and 3rd
    Removed player clip to the roof of the building near Blu spawn (go nuts)
    Removed dead space to areas near 1st and 3rd
    Reverted red spawn's teleport to move players AFTER 2nd and 3rd is captured
    removed/changed health and ammo

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

    OctoBlitz L5: Dapper Member

    Messages:
    215
    Positive Ratings:
    69
    This update to Sabotage includes the following changes:

    Added a new route to access the shed building for Blu
    Fixed clipping on certain props
    Fixed Displacements
    Changed/removed Health and ammo packs on Red's finale
    Added a door near the 3rd point to prevent spawn camping
    Fixed an issue with Hoodini the resuppply cabinet
    Lowered brightness on some lights
    Fixed an issue with people getting stuck behind props on finale

    Read the rest of this update entry...