PL snowycoast B6

Antarctic Payload Map

  1. EArkham

    aa EArkham Necromancer

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    I have no idea, unless you're somehow stuck in the displacement that sticks out slightly. The amount it sticks out is pretty slight... lots of areas that are much more pronounced on other maps (thinking of some spots on goldrush and gravelpit). Only thing hidden in this screenshot are hint brushes btw:

    [​IMG]

    I'll soften that displacement up and/or add more clipping there.
     
  2. Yrr

    aa Yrr An Actual Deer

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    You may wanna ask Fubar for the replacement to that generator light prop on the right btw, since he made a version with proper clipping.
     
  3. EArkham

    aa EArkham Necromancer

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    It's difficult to see in the screenshot, but there's a brush in the main generator portion for collision and it's otherwise non-solid, so it's fine. Accurate collision there would just be something annoying to get stuck on when passing by. Plus I don't want to add more content to the map as it's already a hefty size from the custom stuff.
     
  4. Jekyllson

    Jekyllson L3: Member

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    How did the changes turn out, by the way? Are you satisfied with the resulting flow of the map?
     
  5. EArkham

    aa EArkham Necromancer

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    Mostly satisified. People are definitely defending better on third and last now.

    There's still some changes I'm considering to improve the flow though.
     
  6. Izotope

    aa Izotope Never releases maps

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    I may or may not have crouched shortly before getting stuck, it all happened so quickly so I might not recall correctly.
    I'll start up the map real quick and see if I can replicate the scenario.
    EDIT:
    Can't seem to replicate it, I tried my best to get stuck, so I have no idea how this happened before.
    You probably don't have to change anything there, as this may have just been a really rare case of [something].

    As for the changes:
    I feel like it's really balanced now when I play on a server that has somewhat equal teams.
    I'm definitely happy with what you've done.
     
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    Last edited: Mar 19, 2016
  7. GroundCode_

    GroundCode_ L1: Registered

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    So what are you considering changing in the map?
     
  8. EArkham

    aa EArkham Necromancer

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    The overall flow of difficulty is a bit off. Second is still a strong place to hold, and while the last update made 3rd much much better to defend, ideally I want a steady increase in difficulty as you approach last. Right now it ramps up at 2 & 3 and is easier at 1 & 4.

    It will probably be somewhat subtle changes, like decreasing the amount of time added when 3rd is capped plus a couple of more apparent changes like adding a minor alcove to 3rd on the rock wall around the curve. Nothing massive, but I need to put a lot more thought into it first.
     
  9. Pocket

    aa Pocket When all you have is Hammer...

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    To be fair, I feel that C is easier than B in Badwater Basin as well, at least if RED was smart enough to set up on the roof in enough time. The progression is less from easy-to-capture to easy-to-defend and more from straightforward to chaotic.
     
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  10. Pocket

    aa Pocket When all you have is Hammer...

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    Got a question for you: Is the skybox in this map a compressed texture (DXT1)? The standard for skyboxes is to use BGR888, and I can see what appear to be compression artifacts in places. Also,

    [​IMG]

    Consider setting the lighting on this sign to use lightmaps.
     
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  11. EArkham

    aa EArkham Necromancer

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    Maybe. Probably. At one point I thought it would be a good idea to shrink the sizes of most of the textures since the custom content really ramps up the download size, and probably nailed the skybox ones in the process (it is not a good idea to do that to skyboxes). I'll revert when I do another update to the map and fix them.

    Yeah, I should get that one and the other near the 1st point, too.
     
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  12. Jekyllson

    Jekyllson L3: Member

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    I just wanted to say, it's always really exciting when maps that are officially in-game get updated. I hope the mapmakers for maps featured in future campaigns show as much commitment to ensuring that their maps are as good as they can be as you have, EArkham :)
     
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  13. Vel0city

    aa Vel0city gluten-free lapdances

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    Noticed 2 things while playing today.
    [​IMG]
    This respawnroom visualizer is misaligned.

    [​IMG]
    This respawnroom visualizer is placed weirdly. On one hand I get why it's there, since the dropdown out of spawn is right next to it and it would be really easy shooting into spawn if it wasn't there, but on the other hand I expected this to be a passthrough area to the other exit and into the building where the cart is when the final gate open.
     
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  14. EArkham

    aa EArkham Necromancer

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    That's exactly why it's placed like that; the passthrough is only meant as a shortcut for RED. The reason the visualizer is not in the next doorway is because I didn't want snipers sitting there behind the visualizer and covering the far flank.
     
  15. Vel0city

    aa Vel0city gluten-free lapdances

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    Aah, I see.

    Then why not put up something like a NO ENTRY sign or something like that up at the entrance point, or move the respawnroom visualizer back to the main entrance into that hallway. Makes spawncamping that exit harder too.

    Back to here:
    [​IMG]
     
  16. EArkham

    aa EArkham Necromancer

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    I don't understand what you mean. That spot in the hammer image with the green is exactly where I didn't want snipers standing behind to snipe from...?
     
  17. Vel0city

    aa Vel0city gluten-free lapdances

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    I meant putting the respawnroom visualizer in that spot. But you're right about the Sniper part. Still. Make it clear for BLU that that hallway is a dead end for BLU.

    Got more:
    [​IMG]
    Ghost lighting stays after the red Resupply sign disappears when that spawn is no longer RED's.

    [​IMG]
    If you look veeeeery carefully above the Scout's head, you'll see a itty bitty tiny gap in the wall at the floor level of the other side.
     
  18. EArkham

    aa EArkham Necromancer

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    Actually not a gap, that's the overlay for the health/ammo up there showing through. I've never quite understood what causes that or how to prevent it (that's a solid brush it's sticking through). You can see the snow overlays on some of the stairs doing the same thing at RED's last spawn. :(
     
  19. Vel0city

    aa Vel0city gluten-free lapdances

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    Moar stuff.

    [​IMG]
    Can get stuck on this beam.

    [​IMG]
    Long unobstructed view into RED spawn.

    Just for giggles.
    [​IMG]

    That said, C becomes impossible to push into once RED has more than 2 or 3 Engineers set up here, which will happen like 90% of the time in a Valve pub. A particular spot is on the red barrels in the top-right where it completely covers the right cave entrance into this area.
     
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  20. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I actualy am not surprised about it though, the same happens in other maps aswel. Once the red team manages to get a large sentry nest at such bottleneck it can often lock down the map. dustbowl, goldrush, upward, badwater all have similar issues. I think its just the case of 'the red team is better than blue' which is normal to happen.

    However, i can see the issue that there is no blind flank to that area, where on upward cp2 there is one. This might be needed for that single decent player to hinder the defense (spamming stickies from a blind spot might not stop them, but it will surely hinder them enough to deplete the metal reserve). That path on the right side might have that potential, but its an already underused path for that and can be equaly used against you.
     
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