Whitecliff

Whitecliff rc4a

Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
whitecliff - mvm on the cliffs of dover

A mvm map set alongside the cliffs of Dover. Featuring a (currently inactive) capture point bots can use to open a quicker routes to the bomb hatch and a totally well thought out, balanced pop file to make it all playable. Made for the 72 hr Summer Jam 2020

Birchly - layout, detailing, Asset Creation

Eve (me) - logic, optimization

Asset credits
Frontline Team - Various models/textures
Evil knevil, NassimO - delivery van
Necro - Urban Fences
Cytosolic, Mattie, FGD5, Izotope - Various london asset pack props
 
Last edited:

Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
- Added gatebot support missing from a1
- Adjusted bot routes to compensate for the gate
- Adjusted bots within the provided pop file to be gatebots
- Fixed cobblestone fences slightly levitating off the floor
- Attached the magnets so a sign by the portcullis was not floating away

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
- Added 3d skybox
- Detailed the cliff face
- Added extra pickups around the map
- Fixed a problem where bots trampled on the grass

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
- Adjusted the space around bot spawn to make it less narrow
- Area around first is now displacements
- Opened up another route for players to go from Bot spawn to further back in the level
- Evened out the ground near the artillery cannon
- Added a new route around gatehouse to allow players who fell down a way back up near the hatch
- Spawn has been temporarily artpassed, still subject to change.
- Added cover along the long straight away by cliffside
- Building by bot spawn has been closed up
- London assets have been added for some detail around the map
- 3D Skybox removed for now
- Added an icecream shack (it does not sell ice cream yet)

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
- There is now a pub breaking up the alternative route geometry from being as linear.
- Added new health and ammo pickups around the pub.
- Added new nav avoid's to ensure bots don't attempt to climb a rock.
- Started implementing soundscapes (there is like 1 for now but more will be added on later)
- Tried to fix the water texture problem (tried)
- Cliffside building has been simplified
- Lowered wall near town entrance
- Added another upgrade station, both are within spawn near their accompanying spawn doors

Patch notes left out from prior version
- Secret Toad

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
- Swapped train prop for lorry as it made more sense for the area
- Added more cover and ramps around the bomb hatch zone
- Hollowed out side building along the road
- Added a side ledge above the water pit to allow a quick way back up given enough jump height
- Blocked out some buildings around the map
- Slight height variation at mid yard, with more cover
- Changed cliffside terrain to displacements
- Swapped a few fence props out for more consistently sized fences
- The telephone box has grew legs and has moved approximately 500 hu to the right
- Shifted water LOD's around to try and avoid weird quirky water bug
- Redid skybox segments to be better optimised
// Pop file
Wave 2 Scorch shot pyros are now Flare pyros
Wave 4 and Wave 5 have been swapped in wave order to better align with the difficulty of the waves

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
Huge backlog of changes from constant updates up until the event version artpass, converted back to not being spooky. The list of changes is exhaustive but the core points to know are below.

- The map is now mostly detailed (currently going through a re-artpassing so current look is subject to change)
- There is now a forward upgrade station in the bot yard.
- Weird bell building is now a hot looking factory, has a extra exit that drops you onto the concrete overlook.
- Last overlook building is reworked to not be a out of the way flank.
- The map is mostly sorta optimized, still looking for other ways to increase fps but also already pulling out all the stops.
- The funny frog in spawn is gone.

Todo
- re-artpass (currently being worked on)
- Heavily improve/get more pop files for use (there is a reason we are not including the pop file for this download rn)
- Find a fix for the weird shading bug happening in the death pit.
- Find a fix for the other weird shading bug by main bot dropdown.

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
Eve updated Whitecliff with a new update entry:

The one that moved the factory

- Factory has been pushed forward closer to the connecting road.
- Courtyard has been truncated with cleaner routes, especially around the factory.
- A sign has been added to the cliffside by the store to provide some cover on the lower route.
- A detail overhaul of the hatch/red spawn area
- Optimization improvements to prevent long stretches of the map being rendered.
- Soundscapes added and improved.
- Seagull infestation


Todo
- overhaul to the factory interior play space.
- re-artpass...

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31

Elizabeth

L2: Junior Member
Jan 16, 2016
79
31

Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
Elizabeth updated Whitecliff with a new update entry:

Slight tweaks !

  • Turned some brushes into func_brushes to remove collisions on certain wall details
  • Modified some custom textures
  • Replaced the old custom wood beam texture with func_brush wooden brush detailing
  • Added Non the Ninja's custom forwards upgrade station music (previously only seen in Humbridge), alongside the accompanying radio model
  • Modified some Luxel scales for sharper shadows
  • Fixed some nav issues involving how bots would interact with some park benches
  • Fixed the...

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
Elizabeth updated Whitecliff with a new update entry:

RC prepping (Whitecliff edition)

Sure the map's already RC but I just want to polish it before a workshop release (Hoping to release it alongside Humbridge it'll be a cute dual upload)

  • Cleaned up custom asset filepaths/usage
  • Added new custom models around the level for a final artpass
  • Fixed a bug involving the gate being able to be capped a second time by a tank path trigger
  • Added some new fences to block sightlines around mid
  • Added new nobuilds to (hopefully) stuck bomb stuck spots & one cheeky rock...

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Elizabeth

L2: Junior Member
Jan 16, 2016
79
31
Elizabeth updated Whitecliff with a new update entry:

Feature Complete

  • Changed the radio back to the wav system for proper music loo
  • Fixed 1 detail sprite from a displacement clipping with the grou
  • Removed the mat_phong parameter from the scaffolding met
  • Added a menu ima
  • Added and adjusted spectator ca
  • Upped Luxel Scales on some brushes to fix lighting bu
  • Changed prop skins to match Humbridge so no pre-load asset bug missing textures would occ
  • Updated OOB credits to be cooler

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