Vessel

CP Vessel a9

MacRipley

L3: Member
Jan 15, 2015
138
280
MacRipley updated MStation with a new update entry:

a2

  • Reduced capture times
  • fixed door triggers again
  • Added the panel model for the red/green lights around the map
  • Improved lighting on A, also added some computers in a spot that was too empty
  • removed railing collisions, replaced with clips
  • Moved some pickups around
  • added a temporary welcome screen viewing "the whole map"

Read the rest of this update entry...
 

MacRipley

L3: Member
Jan 15, 2015
138
280
MacRipley updated MStation with a new update entry:

a5

  • repacked/compressed bsp
  • updated lighting, added placeholder signage lighting around the whole map
  • adjusted red spawn times
  • after B is captured, after 1 minute passes, a small door opens that leads blue back to their first spawn room with access to a resupply locker (doesn't affect forward blue spawns). did this to give blue just a little bit of an edge while they try to push the last area, though this might get reverted
  • changed a small room inside C to be single...

Read the rest of this update entry...
 

MacRipley

L3: Member
Jan 15, 2015
138
280
MacRipley updated MStation with a new update entry:

non-major changes

  • added some new assets (just kinda throwing stuff on walls for my own sake, figuring out theming and whatnot, so there might be some stupidly placed things)
  • updated respawn times
  • moved a few pickups around on blue-side C
  • updated the welcome screen
  • some other stuff i dont remember i'm really tired writing this

Read the rest of this update entry...
 

MacRipley

L3: Member
Jan 15, 2015
138
280
MacRipley updated Vessel with a new update entry:

Alpha 9

Gameplay stuff:
  • Updated red spawn to A
  • Added new underground route into B (experimental)
  • Updated blue forward spawn (experimental)
  • Balanced respawn times
  • Added new cover in various areas
  • Sealed off the dropdown room into B as it was too OP for blue
  • Removed the objective-gated doors so now red can retreat towards B if they are about to lose A
  • Balanced and updated red final spawn area
  • Added windows in certain choke areas to help with prefire and...

Read the rest of this update entry...
 

MacRipley

L3: Member
Jan 15, 2015
138
280
As a lil bonus here are some rough concepts for some of the areas around the map, with many more still being worked on
(that tight corridor one is looking downwards ik that ones weird lol these were quick concepts)
20250302164812_1.jpg
20250302165328_1.jpg
20250302165341_1.jpg
20250302165158_1.jpg
20250302165317_1.jpg