Svalbard

PL Svalbard A8

Uncuepa

aa
Oct 25, 2014
799
1,168
- Adjusted some textures and overlays across the map
- Made a wall into first a wire fence for visibility
- Added additional small pickups to cubbies around the map
- Opened up clipping above first point building
- Slowed Second Cap door speed and added an alarm for the opening sequence
- Increased cover in last
- Changed entrance to high ground flank into last, now a staircase from cart track rather than from a side room

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Oct 15, 2018
252
135
This map looks amazing, I really like the theming!

I was just wondering how did you get the snow effects in gameplay like in the first picture, and also how to you get the clean overview shot of the map with the black borders?
 

Uncuepa

aa
Oct 25, 2014
799
1,168
the snow effects in gameplay like in the first picture

Thanks man! The snow effects are a particle effect, from either snowycoast or coldfront... they're really pretty!

how to you get the clean overview shot of the map with the black borders?

I'm not entirely sure what this means, unless you mean having HUD on? cl_drawhud 0 turns off the hud and then cl_leveloverview and for this map I went with size 5
 

Uncuepa

aa
Oct 25, 2014
799
1,168
Fourth public version before its first public playtest hehe :)

- Moved red forward spawn from white shed behind first to flank building near second
- Moved fence on docks to block REALLY LONG sniper sightline (though it wasn't too powerful)
- Fixed issue where cart would retrigger a speed modifier making it completely unpushable for the rest of the round
- Adjusted pick ups around first to make the hut less crowded
- Moved cover around on second
- Added sniper window and shifted wall to back window in second cap flank
- Adjusted a LOT of cover and platforms around for a better defence
- Added a second staircase to the back of last into upper
- Slight detailing changes for scene setting across the map, nothing too drastic

KNOWN ISSUE: There is a missing texture out of bounds near last, it's fine, it doesn't affect any gameplay and will be fixed in A4

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Uncuepa

aa
Oct 25, 2014
799
1,168
First playtest went SUPER well, super happy with how it played

- Windows to docks now visible both ways
- Widened stairwell in right flank into first
- Added a few small health kits in common attack grouping locations
- Raised sign at B to better allow for sentry destruction
- Removed 2 fences, one near A and the other between A and B, to open up some additional angles
- Removed original door into veggie room, instead connects via spiral staircase and thus prevents nasty sighline out back into B
- Removed crate jump in veggie room, once again a staircase
- The open balcony from left upper flank into last has been walled over again
- 2 windows in last have been boarded up to hide some information from defenders below
- Fixed 2 nodraw issues

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Uncuepa

aa
Oct 25, 2014
799
1,168
- Removed clipped and added ramp onto dock hut
- Adjusted geometry around second ramp
- Added right side flank into second
- Moved second cap off of the platform, back a little
- Added second window out of last lobby high ground
- Added supply closet in last lobby, moved nearby ammo and health pickups inside
- Increased Red's respawn wave timer by 2 seconds for second, and 5 seconds for last
- Mirror flipped spiral staircase near last
- Minor pick up balance
- Additional snow detailing, changed ground texture from nature dirt/snow blend to barnblitz dirt/snow blend

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Uncuepa

aa
Oct 25, 2014
799
1,168
- Adjusted doorways in blu first spawn, added catwalk to bypass first doorway
- Opened gate to A, testing a version where the cart doesn't need to stop and open the door
- Revamped last, pushing red spawn further back into the corner, opening up many angles, and rerouting attacker's initial highground around to the left.

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Uncuepa

aa
Oct 25, 2014
799
1,168
- Clipped rocks on second to prevent weird falling bug
- Adjusted snow texture on roofs to be the less shiny texture
- Added new cubby to A
- Shifted A cap forward 500 or so units
- Re-enabled the A dock door, it allows blue to retake the docks and regroup before pushing into Town
- Adjusted clipping around doorways across the map for easier traversal
- Moved last one-way to the right, preventing door peaking from snipers
- Moved red spawn points to the lower door while defending second, should save a second or so travel time and in a better location to push out
- Opened up crate gap in blue spawn... what could be behind?
- Closed highground for attackers on last, reopened left window
- Changed right flank into defenders highground on last, now has staircase down to final instead. Highground has a drop down window into the room

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Uncuepa

aa
Oct 25, 2014
799
1,168
- Widened blu spawn in some places
- Extended dock to the edge of hut
- Removed some fences on dock to open it up (people hate fences)
- Widened route to right flank and added container detail
- Removed covered extension on A hut and shifted hut back a little
- Added cubby with window to the A-B connector building for A defence
- Smoothed B ramp
- Adjusted fence/rock on B
- Added small window from left entrance to last into the left upper flank for Blu to easier take that area
- Readjusted leftside geometry on last to prevent sniper domination and promote defenders using the back of site
- Added signage to better promote flanks on last (they are important :) )
- Added a second of respawn time to red on last, lowered blu's by half a second

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