Schism

KotH Schism A26

VinLAURiA

L1: Registered
Jan 10, 2011
25
2
Enlarged the map and modified the layout somewhat after the previous revision was considered too cramped. Was planning to add a brief Über-on-teleport effect, but couldn't figure it out in time for testing; that'll have to wait for the next revision.

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VinLAURiA

L1: Registered
Jan 10, 2011
25
2
  • Portals will now pull in close players to help prevent "whiffing" a portal you're trying to enter
  • Going through a portal will now grant 1.5 seconds of Über to let players safely get their bearings and drive off campers
  • Preliminary texturing throughout the map to help differentiate areas; light world uses clean, intact materials whereas dark world has a worn-down, broken look
  • Improved lighting in both worlds; light world is much brighter while dark world is marginally brighter, but both should look much more distinct from each other
  • Made upper route out of the spawn areas more obvious
  • Updated beginning-of-round instructions to let players know the gimmick of the map
Last playtest was rather promising; this should solve what problems are left with the dual-world mechanic and if the actual layout itself stands up to scrutiny without any other distractions, the map could be entering beta next revision.

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Last edited:

VinLAURiA

L1: Registered
Jan 10, 2011
25
2
  • Separated the lower and upper levels of the team lobbies in the light world, preventing the opposing team from shooting down into the spawn doors; the ramp still exists in the dark world, meaning you can use the portals to get to the upper level
  • Added more cover to the lower lobby levels
  • Moved the spawn areas upward to give spawning players more of an advantage against intruders
  • Exit portals now have a slight repulsion effect

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VinLAURiA

L1: Registered
Jan 10, 2011
25
2
  • Portals now make noise when used; a whooshing noise at the entrance and a crackle at the exit (both for the user)
  • The dark world is now littered with deadly pits around key areas
  • Health and ammo packs have been shuffled around somewhat; packs in the dark world have been made more scarce and are generally near hazards
  • The spawn area has been slightly rejiggered to encourage players to use the side routes more
  • The grates between the lobby floors in the light world no longer allow explosion damage through them
  • The shutter doors heading into the lobby are now windowed for the spawning team to help them push out

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Last edited:

VinLAURiA

L1: Registered
Jan 10, 2011
25
2
  • Removed the small pits behind the central dark portal
  • Redesigned the center pit to have a bridge across it rather than a wall on one side; should make it easier to get around on the first floor in the dark world (the packs near the pit are now on said bridge)
  • Deathpits now have subtle illumination of a different hue to the rest of the dark world to help players see them better
  • Turned the ramps in the spawn areas to face the spawns so that players will be inclined to use them more
  • Removed the shutter doors in the main entrances to the lobbies
  • Enlarged the doors on the side entrances to the lobbies and made the side area of the lobby less cramped overall
  • Thinned out all the metal walkways on the map
  • Enlarged the second-floor doorways somewhat
  • Added minor detailing in areas that I'm feeling confident I won't be changing; primarily this is trim on certain metal walkways, changing floor ramps in the spawn areas to stairs, and adding thresholds in doorways between areas with different floors

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