Surge

PL Surge A5

Maid

Succubus
aa
Sep 29, 2018
249
558
Surge - A power generation facility hidden in a coalmine, sheltering from a raging blizzard.

A 4CP single-stage payload map with a focus on dynamic gameplay space.

My biggest map yet, and my first foray into asymmetric design. A long time in on-off development.

Custom content used:
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> Generator Cart by Spike Nitros & IJCT
> Midnight Skybox from Dusk Till Dawn Skyboxes by Void
> Materials from the Snowycoast Assets by EArkham
> Pipes by ASG_Alligator
> Modular Granary Conveyors by Freyja
> Gear Props from the Antiquity Assets by EArkham
> Signs from the Landfall Assets by Nineaxis and Dr Spud
> Birch Trees by NeoDement from Frontline
> Snow Props from the End of the Line Prop Pack by Fr0Z3nR
> A Concrete Barrier from the Construction Theme Pack
> An Icosahedron by Rexy
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Maid

Succubus
aa
Sep 29, 2018
249
558
- Significant lighting changes.
- Removed a lot of shutter doors.
- Marked all inactive doors as such.
- Opened previously one-way door for BLU after capping B, added an arrow that appears to signify this.
- Hopefully fixed blu forward spawn floor.
- Made cart animate when moving.
- Indicated spawn blocker between C and D with a sound effect and a prop skin change.
- Added extra plank bridge in the A to B area to help with guiding players.
- Added a couple extra windows.
- Renamed capture points C and D.
- Moved a set of pickups.
- Made d20 clientside.
- Swapped track props on donut for plankless equivalents.
- Snowcapped some props.
- Some sign changes.
- Removed some visible nodraw.

- Cart still can't fall down the hole :( should hopefully get it working by next version.

Read the rest of this update entry...
 

Maid

Succubus
aa
Sep 29, 2018
249
558
I'm working on this map again after a few months !!

- Redid dev texturing scheme.
- Changed and removed shutter doors into C.
- Made the flank route under C less windy.
- Some small geo changes and a new ramp at C.
- Replaced the one-way door into A with a setup gate to make it more clearly a one-way from both sides.
- Doors that lock closed over the course of the map now crush players instead of getting them stuck.
- Adjusted spawn timers.
- Removed that weird cranny for pickups just before B.
- Pickup changes.
- Changed health pickup patches to white.
- Propagated soundscapes throughout the map, not just the first area as before. Switched to using trigger_soundscapes instead after having some issues with proxies.
- Clipping improvements.

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Maid

Succubus
aa
Sep 29, 2018
249
558
- New forward spawn for Blu when attacking D, quite a chunk further forward, marked with a dynamic elevator in a new shaft. Might end up putting a door in front of the shaft in future?? Or moving the location entirely and scrapping the elevator idea?? Stay tuned.
- Rearranged forward spawn for Blu when attacking C, changed exit door position.
- Changed up the awning and balcony above B to help make a route more clear and wide for attackers, and removed Blu's one-way door onto the balcony.
- More spawn wave changes.
- Changed spectator cam FOV.
- Nobuilded the Donut.
- Pickup changes.
- Clipping improvements.
- Various minor prop, geo, displacement, overlay & lighting changes, some to fix harsh sightlines and/or bastard sentry spots, others just for general quality of life and routing.

- While developing this version i realised my blizzard particles and explosion smoke particles go in completely different wind directions and neither is rotatable and im upset.

Read the rest of this update entry...
 
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