PL snowycoast B6

Antarctic Payload Map

  1. EArkham

    aa EArkham Necromancer

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    For Mercs-vs-Aliens contest.

    VERSION B5


    WORKSHOP LINK!

    OVERVIEW IMAGE - Large Image Warning!


    FLYTHROUGH of B3 (720p max, sorry!)



    Shout Out List
    • Boojam Snark's Resource Pack
    • FrighteningMetroid's incredible alien particles
    • Tyker's icicle cart model (used in pre-B3 versions)
    • Rexy's/Valve half security fence model (used in pre-B3 versions)
    • Ronin and BANG! for the Mercs vs Alien contest
     
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    Last edited: Jan 4, 2016
  2. EArkham

    aa EArkham Necromancer

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    A2:
    • Fixed missing textures when I packed up A1
    • Fixed missing icicle model on cart
    • Made sure visgroup with health/ammo near mine entrance was actually, you know, visible during compile this time
    • Added paint patches to all health/ammo locations

    Also, if a mod could change the title of the thread from "snowcoast" to "snowycoast" it'd be much appreciated. :)
     
    Last edited: Nov 10, 2014
  3. Tupperwits

    Tupperwits L2: Junior Member

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    When I was exploring the cart rolled back past the first point.
     
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  4. EArkham

    aa EArkham Necromancer

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    Yup, I know. That's already fixed in A3 (along with a long list of other things) which I'm hoping to release later today.
     
  5. EArkham

    aa EArkham Necromancer

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    A3 Released

    BUG FIXES

    • Added logic to respawn red players from spawn1 to spawn2 when spawn location switches (ala barnblitz)
    • Added missing respawnroom visualizers on red last
    • Added track disables on caps to prevent rollback past a captured point

    BALANCE CHANGES

    • Increased delay of cap 2 gate opening
    • Slowed cart slightly from kennels to mine entrance
    • Added secondary doorway near cap 2 gate
    • Increased delay of final cap gate opening
    • Added secondary gateway at final cap
    • Changed sniper deck at cap 1 so it looks less like a dead end route
    • Added small rollback zone on exit from mines
    • Added two more exits from red spawn last
    • Increased defendability of last

    AESTHETICS

    • Added snow texture to displacements at 1st and 2nd
    • Detailing on BLU spawn #1 and out-of-bounds before cap #1
    • Detailing of caverns/mines
    • Updated particles (thanks to FrighteningMetroid)!
     
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  6. Tupperwits

    Tupperwits L2: Junior Member

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    Yay awesome, I'm really liking this map.
     
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  7. EArkham

    aa EArkham Necromancer

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    B1 Released

    BUG FIXES

    • Fixed incorrect blending on custom rock/snow textures
    • Fixed clipping of final gates with warehouse walls

    BALANCE CHANGES

    • Adjusted timing of final gate slightly
    • Area portals added

    AESTHETICS

    • At least basic detailing everywhere (some areas are noticably underdetailed)
    • Cubemaps built
    • Soundscapes functional
    • Fog and snow effects added

    I plan to continue working on this map after the contest regardless of the outcome. I'm not happy with the detailing. There's a ton of custom content I want/need to make for various areas, and displacements to fix, etc, etc. Of course time is up, so I had to upload my changes prior to the contest deadline (which I did literally 4 minutes before the deadline, wowza).

    I'll update screenshots later.
     
  8. EArkham

    aa EArkham Necromancer

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    B2 is done but waiting in the wings for judging to wrap up before release.

    Weird thing on the feedback page: I've got 40 rounds showing up, but only 9 have actual amounts of players. The rest are with 0-1 players, and time always runs out (there are no players so defenders always win at the first cap). Not sure how to make sense of this... I didn't think feedback would be recording with only 0 players. Or does that mean everyone is quitting before the round ends?
     
  9. puxorb

    aa puxorb

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    Its odd, for the past few days I have seen the server with only 1 person on it. Its as if someone doesn't know how to load up a map offline and is joining the server every day just to check out the maps. (Or possibly someone looking for snowplow and joining the server then.)
     
  10. EArkham

    aa EArkham Necromancer

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    That was my first thought, but... 30 times by yourself.

    I didn't consider the name similarity to snowplow, damn. Wonder if I should change the name later. Especially with EotL supposedly happening this week.
     
  11. Kazrath

    Kazrath L1: Registered

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    Maximum player support?

    Just curious as I don't see this detail listed.

    What player base size is this map scoped for? Does it feel crowded with 24 or will it accommodate 32?
     
  12. EArkham

    aa EArkham Necromancer

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    Looks okay from demos for 24. I don't think it'd play well with 32.

    I'm planning to make the area between 1st and 2nd point a bit larger, add another route there, as well as add another route out of the caves into last. But that won't be until version B3 at the earliest (B2 is next release, which fixes contest entry version problems).
     
  13. Zed

    aa Zed Not the one from League.

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    To be fair, no map actually plays well with 32 players.
     
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  14. EArkham

    aa EArkham Necromancer

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    B2 Released - non-contest version

    With the end of voting on the contest, I'm releasing B2. This addresses several problems with the contest version of the map, but there's still quite a lot that I'll be changing, tweaking, and adjusting.

    DOWNLOAD LINK

    BUG FIXES

    • Fixed security fence not being packed in (didn't realize it was a custom model)
    • Fixed RED players getting stuck in spawn
    • Fixed missing textures in various locations
    • Fixed collision on some railings at last
    • Fixed large RED arrow sign pointing to last too early
    • Turned off force from UFO damage (force remains on explosion)
    • Adjusted some clipping in some areas
    • Fixed gap that let players shoot through BLU spawn doors

    BALANCE CHANGES

    • Added elevated platform to warehouse at last
    • Added more signs for guiding players to the correct areas
    • Capping 1st point adds 3 minutes (down from 4 minutes) (after reviewing the most recent demos, I will likely REVERT this change with B3)

    AESTHETICS

    • Added "dead end" sign to drop down cavern route
    • Added more light to small warehouse flank
    • Added light to cavern flank exit to last
    • Increased texture scale of water
    • Added coldfront snow particles to first and last
    • Added spectator cameras
    • Filled in dump trucks
    • Updated the mothership model


    ---------------------------------------------

    PENDING/INCOMPLETE ISSUES

    • Dropdown from 2nd point/kennel garage needs adjustment
    • Choke from 1st to 2nd needs to be alleviated/adjusted
    • Balance on 3rd needs to be slightly easier to push
    • Want to move the fighting away from RED's spawn on last
    • Needs additional flank from 1st to 2nd
    • Needs additional flank from 3rd into last
    • Area around 2nd will be enlarged
    • Area behind 3rd will be enlarged
    • Area into last will be enlarged
    • UFO will eventually have a little more "wow" factor
    • Skybox

    As always, let me know if I failed to pack something up correctly and I'll get a correction done ASAP (or tomorrow morning, whichever comes first).
     
  15. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I disagree - it all depends on the map's scale - if you have 32 - you'd better make it big and have flanking routes
     
  16. EArkham

    aa EArkham Necromancer

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    Not yet released a new version, but thought I'd share some of the changes I've made so far.

    To alleviate the problems with spamming out the choke point around 1st to 2nd, I've widened the area:

    [​IMG]

    This also changes the dominant sentry location and introduces a third possible sentry spot, which I feel will become the preferred location. Increasing the size of this area should diminsh the effect of demo/solly spam that made pushing through previously such a pain, but unfortunately this will also increase the effect of snipers and scouts.

    There's also a secondary route added. It opens when A is capped:

    [​IMG]

    ...leads under the point...

    [​IMG]

    ...up the stairs to this staging area to preview what RED has set up...

    [​IMG]

    ...and exits on this side here:

    [​IMG]

    Significant changes, so I'm eager to see how much they improve the playability of this area. :D

    Still working on addressing the big issues around caps C and D, but hopefully within the next couple of days, B3 will be out. When it is, I'll release the custom content I've created during this iteration as well.

    And of course, working on a new snowy payload cart to fit in with the map.
     
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  17. Zed

    aa Zed Not the one from League.

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    Damn. Damn.

    I really liked this map during the contest. Now it's looking even better.

    Also, that cart is amazing.
     
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  18. ScorpioUprising

    aa ScorpioUprising

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    You've probably been told it a million times already, but the giant red metal pillar (?) in the last screenshot is a bit offputting. Maybe consider some ibeam pillars, with metal struts between, and a thinner metal piece that covers one end and is supported by the struts. Same basic idea structurally and maybe even optimization wise, but it would stand out a bit less.
     
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  19. puxorb

    aa puxorb

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    I agree. That wall has no purpose being there. If you still need something there in its place, you could try a hydro metal barrier. That might look cool in that spot and it isn't too wide either.
     
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  20. EArkham

    aa EArkham Necromancer

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    That piece is kinda necessary for optimization at the moment, but for B4 I'll replace it with something more aesthetic.
     
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