CP Sandvich Storage Final

A small, 3 cp A/D beta map built around Sandwiches and DIY signs.

  1. Dovahbilly

    Dovahbilly L1: Registered

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    Sandvich Storage - A small, 3 cp A/D beta map built around Sandwiches and DIY signs.

    Sandvich Storage is a 3cp attack/defend map built around the idea of two teams fighting it out over sandwhiches.
    I'm currently in the stage of making everything balanced and fixing all exploits, texturing will come eventually, although i've also been looking for someone willing to do that for me after it's all done.

    Feedback on any bugs found, balance issues, or any other general map complaints would be very appreciated. Note also that the screenshots are actually from b1, and there have been many changes to the map since then.
     
  2. Dovahbilly

    Dovahbilly L1: Registered

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    =General=
    - A lot more texturing!
    - 3D skybox!!
    - More signage
    - A bunch of optimization!
    - Also fixed some bad geometery
    - Fixed a few brush bugs
    - Added a max map time of 8 minutes
    - Entire extension to the map with whole new areas!

    =Point A=
    - Changed BLU base exterior design to make everything look a little nicer, more specifically the sign
    - Added protection to A
    - Added even MORE protection to the sewer exit
    - Prevented building things near the sewer grate near that same area
    - Added...

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  3. Dovahbilly

    Dovahbilly L1: Registered

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  4. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    Snaddyvich is good.
    Better have the npm nom noms ready when this gets tested. I will find those sandviches!
     
  5. Dovahbilly

    Dovahbilly L1: Registered

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    =General=
    - As is tradition, more texturing!
    - More clipping issues have been resolved
    - Slightly adjusted skybox position
    - Slightly adjusted one of the death cameras

    =Point A=
    - Raised the room behind the point
    - Slightly changed layout of balcony leading to carpark and removed a crate from there
    - Water route ramp widened
    - Changed the barricade size in water route

    =Point B=
    - Removed stands for a wall in the balcony area
    - Made that room slightly bigger
    - Removed barricade in office...

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  6. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    RedShed research for International Headquarters Weapons
     
  7. Dovahbilly

    Dovahbilly L1: Registered

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    Exactly! How else are you going to destroy Blu's headquarters without Headquarter-based Weaponry? ;)
     
    • Funny Funny x 1
  8. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    If you want me to upload game footage of your map, I'll hold off until there is an alpha 7 or later.
     
  9. Dovahbilly

    Dovahbilly L1: Registered

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    Gotcha. Thanks for clarifying.
     
  10. Dovahbilly

    Dovahbilly L1: Registered

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    =General=
    - Texturing is done!!!
    - Improved signage
    - Once again adjusted skybox position
    - Improved clipping all around the map
    - Redid some of the visual effects for where health and ammo kits are placed.
    - Made unopenable doors more obvious to their unopenableness.
    - Skybox omptimized
    - Fixed forward spawns
    - Did some omtimization behind the scenes

    =Point A=
    - Changed ramp behind A to stairs
    - Widened the door also behind A
    - Replaced the stairs in the sewer exit with a brush
    - After capping B, the resupply lockers now stop working at BLU's original spawn.
    - Improved lighting behind A as well
    - Removed some railing in the barn
    - Moved some boxes also inside that barn

    =Point B=
    - Widened entrance to the alleyway leading to B
    - Because of this change, a new piece of cover has been added to that entrance to eliminate a new sightline that had been created.
    - Along with this, the truck has been slightly moved to open up the entrance a little bit more again.
    - Re-Added a small balcony to the high attack area for BLU
    - Roof above the point is a fraction lower for visual reasons
    - Changed the positon of a barrel near the alley entrance
    - Added a full ammo pack in front of the point at B
    - Slightly modified B's capture zone
    - Added a roof to the side health and ammo area leading to the side of C's courtyard
    - Fixed some computers at the little office room leading to B

    =Point C=
    - Lowered the roof in ramp room
    - More optimization specifically in this area
    - Redid the (In my opinion) ugly sign outside of this base
    - Ramp slightly changed in ramp room
    - The fence has also been changed to match the new theme of the room
    - Added some cover and slightly changed the layout of ramp room

    This version was uploaded minutes before the final version was uploaded. The versions are almost indentical, minus a few fixes.

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  11. Dovahbilly

    Dovahbilly L1: Registered

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    Well, Sandvichstorage is done.

    It has a few balancing flaws, the detailing is a little minimum, and there are a couple of bugs, but in my view, it's finished. It's under my belt. It's time to move on.

    The differences between a7 and this are minuscule. However, 8 sandwich bags have been hidden around the map. So maybe you should go find those.

    Below are the changes to a7, as they are prominent in this version too.

    a7 - A well prepared sandwich

    =General=
    - Texturing is done!!!
    - Improved signage
    - Once again adjusted skybox position
    - Improved clipping all around the map
    - Redid some of the visual effects for where health and ammo kits are placed.
    - Made unopenable doors more obvious to their unopenableness.
    - Skybox omptimized
    - Fixed forward spawns
    - Did some omtimization behind the scenes

    =Point A=
    - Changed ramp behind A to stairs
    - Widened the door also behind A
    - Replaced the stairs in the sewer exit with a brush
    - After capping B, the resupply lockers now stop working at BLU's original spawn.
    - Improved lighting behind A as well
    - Removed some railing in the barn
    - Moved some boxes also inside that barn

    =Point B=
    - Widened entrance to the alleyway leading to B
    - Because of this change, a new piece of cover has been added to that entrance to eliminate a new sightline that had been created.
    - Along with this, the truck has been slightly moved to open up the entrance a little bit more again.
    - Re-Added a small balcony to the high attack area for BLU
    - Roof above the point is a fraction lower for visual reasons
    - Changed the positon of a barrel near the alley entrance
    - Added a full ammo pack in front of the point at B
    - Slightly modified B's capture zone
    - Added a roof to the side health and ammo area leading to the side of C's courtyard
    - Fixed some computers at the little office room leading to B

    =Point C=
    - Lowered the roof in ramp room
    - More optimization specifically in this area
    - Redid the (In my opinion) ugly sign outside of this base
    - Ramp slightly changed in ramp room
    - The fence has also been changed to match the new theme of the room
    - Added some cover and slightly changed the layout of ramp room

    Read the rest of this update entry...