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[WIP] de_riot

  • Qbopper
  • July 2, 2015 at 9:02 PM
  • Qbopper
    • July 2, 2015 at 9:02 PM
    • #1

    I've been working on a map for a long time now - my first bsp says it was created 04/07/2014, and thanks to some help with my friends, it got to be an okay orange map - however, thanks to school ending, I've had the time to continue working on it again. While, in its previous state, I would have skipped entering the map in a mapping contest, my recent redesign of some key sections of the map has me confident that I can work this into something that will at the very least be fun to play on.

    http://steamcommunity.com/sharedfiles/fi…s/?id=282588878

    While the theme of the map was undecided for a very long time, I've decided to go with de_riot for the name and theme. I haven't done really ANY work on the detailing as of yet - my focus has been entirely on creating interesting gameplay. I plan on using this thread to document my changes - this is my first map, so I think it'll be interesting to save the progress for future reference. I'm also a chronic project starter, so I'm hoping the deadline gives me the motivation to crank out something and finally be able to say that I did something.

    [Blocked Image: http://i.imgur.com/Gtu7XsR.jpg]

    [Blocked Image: http://i.imgur.com/uOl9qjJ.jpg]

    [Blocked Image: http://i.imgur.com/zEvTJk1.jpg]

    Meeting times are quick - you'll be getting into fights fairly quickly compared to some maps. The layout still isn't finalized - I have a list of changes that I'm actually about to work on immediately after posting the map, so any suggestions might actually be on the way. Mid in particular - it's way too easy at the moment to pick off CTs as a T, and it's very easy for CTs to know if Ts are going to B or not.


    Thanks for reading - hope you'll check out the map and give some feedback! Like I said, I'll be posting my changes here, so if you're interested make sure to keep an eye out for those.

  • Qbopper
    • July 2, 2015 at 10:27 PM
    • #2

    Changes this version:

    • pushed back CT spawn a bit to try and help the Ts avoid rushes/move to B
    • swapped the ramps at CT spawn to A/upper mid
    • adjusted some things at A to compensate for new ramp placement
    • added playerclips to stairs (oops)
    • fixed stairs to have proper "wedges" underneath
    • added some more nodraws (low priority atm as I can easily replace all dev textures with nodraws later)
    • added some more func_details
    • slightly shrunk the width of T ramp to mid
    • added a boost on T side of mid to B
    • widened apts stairs/area a little bit

    [Blocked Image: http://i.imgur.com/KG5jSrc.png]


    Mostly minor tweaks/fixes this version, I plan on getting a playtest or two in soon - I think the layout is nearly final, so I should be able to move into some basic textures/detailing soon.

  • text_fish
    • July 2, 2015 at 10:40 PM
    • #3

    The slope of the stair clips should match the angle of the stairs, as if you were laying an invisible plank over the top of them. It's to smooth player movement. You should also use toolsclip rather than toolsplayerclip, so that the nav mesh doesn't ignore it.

  • Qbopper
    • July 2, 2015 at 11:50 PM
    • #4
    Quote from text_fish

    The slope of the stair clips should match the angle of the stairs, as if you were laying an invisible plank over the top of them. It's to smooth player movement. You should also use toolsclip rather than toolsplayerclip, so that the nav mesh doesn't ignore it.

    Yeah, I noticed after I pushed to the workshop - it's on the todolist.


    Didn't know that about using clip, thanks!

  • Vaya
    • July 3, 2015 at 9:03 AM
    • #5
    Quote from text_fish

    The slope of the stair clips should match the angle of the stairs, as if you were laying an invisible plank over the top of them. It's to smooth player movement. You should also use toolsclip rather than toolsplayerclip, so that the nav mesh doesn't ignore it.

    SO THATS THE DIFFERENCE.


    I suggest you use dev_reflective walls rather than the orange ones. makes it easier to see the layout and the lighting will be more consistent with a fully textured map

  • Qbopper
    • July 3, 2015 at 5:00 PM
    • #6
    Quote from Vaya

    I suggest you use dev_reflective walls rather than the orange ones. makes it easier to see the layout and the lighting will be more consistent with a fully textured map

    Huh, I didn't know those existed - thanks.

  • Iceberg
    • July 3, 2015 at 5:44 PM
    • #7

    your map also looks very interesting, I'll be tuned for updates

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