PL Whiteyard a4

Almost on the Tyne.

  1. Cytosolic

    Cytosolic L5: Dapper Member

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    200
    Positive Ratings:
    166
    Whiteyard - Almost on the Tyne.

    A 4cp payload map with a coastal industrial theme. Interesting design directions will be revealed with further development.
     
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  2. Cytosolic

    Cytosolic L5: Dapper Member

    Messages:
    200
    Positive Ratings:
    166
    Major Design Decisions:
    Point A was rather good. I've left it the same.
    Point B felt pretty linear but I think it has potential. I've moved the first ramp across the main yard. This should provide a more open playing space for more creative play. Reds height advantage may be too great for this though, we'll see.
    Point C was plain boring, basically a roll that lead into a massive choke. The point has been greatly expanded to promote interesting defense and flanking.
    Point D was awful. A plain box and pit with some height advantage for red. I'm not surprised since I've never been strong at final points. I've completely remade Point D and it's entrances to what I think is a far strong play space (although that isn't saying much).
    Overall I'm hoping this will close to the last major blockout version. Meaning that I can focus on medium focus design instead of broad design.

    Loose Changelog:
    + Added a bend in the connector between A and B.
    + Moved the first B ramp away from the red side and opened up the battle space.
    + Shifted red B entrance slightly.
    + Expanded the area behind point C.
    - Removed old D point and C to D connectors.
    + Added new, less chokey C to D connectors.
    + Created new final point.
    +/- Misc (Pickup, texture, and geometry changes, etc.)

    Read the rest of this update entry...
     
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  3. Asd417

    aa Asd417 Sample Text

    Messages:
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    Positive Ratings:
    810
    I like your clean brushwork, use of white dev texture, and tendency to stick to 64 grid size since that's how I like to do.
     
    • Thanks Thanks x 1
  4. Cytosolic

    Cytosolic L5: Dapper Member

    Messages:
    200
    Positive Ratings:
    166
    Major Design Decisions:
    I've decided to extend the middle B courtyard and add more cover to compensate. This covers up the old underground passage, which I've moved to be along the cliff side. The B chokepoint should be more open now as well.

    I've also redesign the B to C connect as I've never been particularly happy with it. I think the new design will play much better. In addition to this I've added a second forward spawn for blue. This should help the tension and fun of the final point.

    I've also added more displacements around the map where appropriate. Overall I'm feeling quite positive with this layout so far. I'm looking forward to testing it out.

    Loose Changelog:
    + Added an open building in the B courtyard and some terrain.
    + Added a pathway behind the B building.
    + Added a flank to the A to B chokepoint.
    + Redesigned the B to C connector.
    + Added a second forward spawn for blue after point C.
    +/- Misc (Pickup, texture, and geometry changes, etc.)

    Read the rest of this update entry...
     
  5. FunkEdge

    FunkEdge L3: Member

    Messages:
    130
    Positive Ratings:
    50
    looks like a fun map! can't wait to play it,
    I'm just wondering how you already got parts of the London asset pack when it's not out yet
     
  6. Cytosolic

    Cytosolic L5: Dapper Member

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    Positive Ratings:
    166
    Hey FunkEdge, thanks for the feedback! I have the privilege of being apart of the London asset pack team and took the liberty of borrowing a couple of assets. I won't be using much of it at all until the full pack comes out.
     
  7. Cytosolic

    Cytosolic L5: Dapper Member

    Messages:
    200
    Positive Ratings:
    166
    Major Design Decisions:
    Do to recent feedback I've added more guiding signs to promote map flow and learning.

    I've also fixed a nasty bug that disabled red's spawn after point B was capped.

    Loose Changelog:
    + Added a lot more signs, especially to spawn areas.
    + Fixed red spawn and resupply cabinet bug.
    + Added more defensive cover to point B and C.
    + Added a locked door texture that closes the forward red spawn door after point B is capped.
    +/- Misc (minor detailing, texture, lighting, and geometry changes, etc.)

    Read the rest of this update entry...
     
  8. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

    Messages:
    528
    Positive Ratings:
    405
    Just a heads up, I think you may have forgotten to pack this version, as the main train is now just an error prop. Still, good map! :)