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[WIP] de_bastion2 | de_bastion2 (Night)

  • Walki
  • August 17, 2015 at 6:38 PM
  • Walki
    • August 17, 2015 at 6:38 PM
    • #1

    Quote

    Bastion2 - Bomb/Defuse

    Outraged by the corrupt bourgeoisie bidding decadent sums on useless pieces of paint and canvas, Anarchists planned to bomb a historic castle in the south of France and its current art exhibition.

    News of the attack leaked to the gendarmerie, who called off the auction and evacuated the prominent bidders.

    A GIGN special operations unit has been dispatched to the scene to neutralise the threat.

    Workshop Link (daylight): http://steamcommunity.com/sharedfiles/fi…s/?id=501568344


    Workshop Link (daylight): http://steamcommunity.com/sharedfiles/fi…s/?id=501568344

    Quote

    Counter-Terrorists: Garrison the historic bastion and repel the Anarchist's assault!

    Terrorists: Plant and detonate the C4 at one of the art exhibition sites!

    Other Notes:
    There's a sewersystem which leads from the villa to the lockerroom (A-Spot).

    Map created for
    The Reddit/Mapcore Mapping Contest 2015
    https://migrationtest.mapcore.org/articles/speci…ng-contest-r61/

    Credits:
    Walentin 'Walki' L. - Level Designer
    Steve 'Burro' M. - 3D Artist

    Workshop Link (Night): http://steamcommunity.com/sharedfiles/fi…s/?id=546859493

    Workshop Link (Night): http://steamcommunity.com/sharedfiles/fi…s/?id=546859493

    Quote

    Nightsky Credits: Day of Defeat: Source (Valve)

  • laminutederire
    • August 17, 2015 at 7:05 PM
    • #2

    B changed a lot :) in a good way!

  • Single
    • August 20, 2015 at 12:09 AM
    • #3

    I think that the colours and the aesthetics all work really well together, and there were some layout ideas that I liked on this map. I initially found the layout confusing, but after a few rounds I sorta got the hang of it. Whilst it's good that the theme is consistent everywhere, I found it difficult to differentiate some areas of the map from each other, without looking at the radar (am I on the way to A or B?)

    But it seems that everywhere I went, I had rather poor FPS. I didn't take the time to do any diagnostics (eg mat_leafvis 3/mat_wireframe 1), but it seemed that particularly around the CT side of the map, I would dip down to 60/70 fps, from my usual ~150/200 fps.

    Also that spiral staircase heading up to B is brutal for low sensitivities.

  • Walki
    • August 20, 2015 at 2:39 PM
    • #4

    Thanks for feedback Single!

    I've been receiving complains about poor FPS at certain areas of the map. Can you be a little more precise where you got the drops? Also is your PC low, mid or high end? (cause it runs fine on my Laptop which is low-end).

  • Single
    • August 22, 2015 at 1:51 AM
    • #5

    Hmmm, I ran around today and my FPS didn't drop as low. Perhaps it was some background process screwing it up. Regardless, my FPS was lowest around A site, looking at the 'short' tunnel (160 fps) and at the fountain near T spawn (140 fps). Running around other parts of the map, I get between 220 and 320 FPS.

    I have an Intel i5-2400, 8 GB RAM, AMD Radeon R9 270X (2 GB VRAM). Also playing off some cheapo SSD.

  • Walki
    • August 23, 2015 at 12:34 PM
    • #6

    Thanks! I'll investigate it.

  • Tensei
    • August 23, 2015 at 1:19 PM
    • #7

    Those towers you got there. [Blocked Image: http://i.imgur.com/NmLw5T0.png] Feels like something is missing. I don't know. Right know i would say it needs detail. :D

  • Walki
    • August 24, 2015 at 12:54 PM
    • #8
    Quote from Tensei

    Those towers you got there. [Blocked Image: http://i.imgur.com/NmLw5T0.png] Feels like something is missing. I don't know. Right know i would say it needs detail.

    Yah true. Feels a little empty although there's 5 overlays on it already. I'll think about something for the next version.

  • Tensei
    • August 24, 2015 at 8:38 PM
    • #9
    Quote from Walki

    Yah true. Feels a little empty although there's 5 overlays on it already. I'll think about something for the next version.

    Maybe you could add some stain overlays at bottom of the tower and maybe put in window a cannon ?

    I feel it somehow working.

  • Klems
    • August 25, 2015 at 1:26 PM
    • #10

    This doesn't look like southern france. For one the roofs are too sloped and the texture doesn't fit, the 3D skybox mountains are too tall and weirdly colored, and the vegetation doesn't look like anything we have back here.

    The yellow/orange stone texture is a bit too contrasted, I think the visuals would improve a lot if you changed it for something with more resolution and less contrast. Look at this http://previews.123rf.com/images/zechal/…Stock-Photo.jpg

    Residential areas are a good way of adding colors http://images.everytrail.com/pics/fullsize/…12.52.04_PM.png It's just so cosy man. https://schwingeninswitzerland.files.wordpress.com/2012/05/dsc_0997.jpg Right now there's a bit too much pallets and crates for my liking.

    I think the resort assets are available no? It have proper vegetation for once.

  • Quotingmc
    • August 25, 2015 at 1:30 PM
    • #11
    Quote from Klems

    I think the resort assets are available no? It have proper vegetation for once.

    https://migrationtest.mapcore.org/topic/19316-re…-castle-assets/

  • Walki
    • August 25, 2015 at 5:44 PM
    • #12
    Quote from Klems

    This doesn't look like southern france. For one the roofs are too sloped and the texture doesn't fit, the 3D skybox mountains are too tall and weirdly colored, and the vegetation doesn't look like anything we have back here.

    The yellow/orange stone texture is a bit too contrasted, I think the visuals would improve a lot if you changed it for something with more resolution and less contrast. Look at this http://previews.123rf.com/images/zechal/…Stock-Photo.jpg

    Residential areas are a good way of adding colors http://images.everytrail.com/pics/fullsize/…12.52.04_PM.png It's just so cosy man. https://schwingeninswitzerland.files.wordpress.com/2012/05/dsc_0997.jpg Right now there's a bit too much pallets and crates for my liking.

    I think the resort assets are available no? It have proper vegetation for once.

    I based it more upon Carcassonne (which is also South) and not Southeast (Provonce). I'm still putting work into the residential area so stay tunned.

    Also I'm not willing to use assets by other people, I usually do them on my own or my 3D Artist does them. I'll see what I can do.

  • Walki
    • August 31, 2015 at 7:30 AM
    • #13

    Last minute update? -Last minute update :>

    Quote
    • Improved FPS
    • Fixed skywalker problem
    • Fixed various spots where you could get stuck
    • Increased FPS and decreased skybox size (skybox over connector is now closed)
    • Design improvements around bridge
    • Added crates to boost on top of drawbridge
    • Clipped A-platform stairs
    • Added 64 Deathmatch Spawns
  • RivFader
    • August 31, 2015 at 9:27 AM
    • #14

    Sorry to sound ignorant, but why call it Bastion2 instead of just bastion?

  • Walki
    • August 31, 2015 at 2:49 PM
    • #15
    Quote from RivFader

    Sorry to sound ignorant, but why call it Bastion2 instead of just bastion?

    Actually pretty simple. Just to cordon it off from my old version. Bastion2 is based upon Bastion(1) but only around 30%. You can take a look at Bastion(1) if you go on my steamprofile anf view my workshop submissions. You should see the difference it's huge.

  • Walki
    • November 3, 2015 at 1:04 PM
    • #16

    Small update:

    Quote
    • Removed Sewer; Map has now less layers
    • Sealed off Long A doors
    • Added new path from Long A via old lockerroom to A
    • Added details in Villa
    • Villa double doors are now metal
    • Added details and cover to A-Long
    • BOTs should now be able to navigate the spiral staircase
    • Released night version (link in description)
    • Slightly adjusted ambient light (now warmer)
    • Fixed some minor problems
    • FPS fixes

    Click here for the daylight version: http://steamcommunity.com/sharedfiles/fi…s/?id=501568344

    Click here for the night version: http://steamcommunity.com/sharedfiles/fi…s/?id=546859493

    (I'll update the screenshots once I get home, I'm on my tablet currently)

  • tomm
    • November 3, 2015 at 1:29 PM
    • #17

    night != dark

    your night version is too dark, you can do better. I think night maps should be lit pretty much the same as a daylight map, with just less intensity and a blueish tone. A nice moonlight could add up so much to the map's atmosphere.

  • SirK
    • November 3, 2015 at 2:10 PM
    • #18

    What tomm said + take a look at de_rails. Its a night map which is not dark at all :D

    I like the other changes you made! But I still think you should work on the Routes in general - the sightlines in some areas are way to long in my opinion. Other than that - great improvement!

  • Walki
    • November 3, 2015 at 4:45 PM
    • #19

    Thanks for the feedback. I guess the dark night comes from the times I was doing maps for Zombie Master and Zombie Panic! Source :P. I'll see what I can do. So far any comments on the change I did to A-Long / Former lockerroom?

    EDIT: I updated the screenshots in the mainthread for the lazy guys :P.

  • Walki
    • November 6, 2015 at 5:43 PM
    • #20

    Hotfix incoming:

    Quote
    • Fixed a triple man boost that allowed you to exit the map
    • Double checked all clips to make sure the map is not exitable
    • Shifted back T-Spawn (Spawn priorities for spawns at the back are now higher)
    • -> This will allow 'topspawn' CT-Players to get a pick on Ts rushing the B-Bombsite
    • -> This also gives CT's more time to setup on all spots
    • Added some more bombspot indicator decals
    • Fixed a piece of wood sticking out of the tall tower
    • Fixed the clipping of the arch (connecting Library with Window) (Thanks Tweak)
    • Fixed a spot behind drawbridge (standing on the box) that allowed you to see and kill CTs in Connector
    • Further optimisations (Thanks Andre Valera)

    Also now I can finally say that I fixed the compile time from 4 hrs (vvis) to 1 hr. Stay on the grid kids....

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