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ultiduo_assembly
1
#1
0 Frags +

ultiduo_assembly
Current version: A7
Download: http://www.mediafire.com/download/78kagx3og4rr2zn/ultiduo_assembly_a7.bsp

Hey,

ultiduo_assembly is a small project I have been working on for the past week or so as a way to learn a bit more about mapping. It is designed to play more like the original ultiduo map than baloo and based on the few playtests I have done, it was received fairly well. Would love to get some feedback and suggestions on the general layout as I will probably hold off on any major detailing and visuals until I have a solid layout built.

Thanks in advance

Screenshots:

http://puu.sh/jpqlU/3625fd74c3.jpg

http://puu.sh/jpqpC/51ffe2def6.jpg

http://puu.sh/jpqCD/59a36d0289.jpg

CHANGELOG:
a4
-Initial public release

a5
-Added bulletblock around the cap point to prevent splash issues
-Added bulletblock around the bridge to prevent splash issues (might remove this as it could cause strange behaviour with rockets)
-Fixed respawnroom triggering the window to open on blu side 
-Cleaned up brushwork around the spawns
-Cleaned up roof clipping brushes
-Redid skybox brushwork around the orange building
-Decreased the speed of the window in spawn by 200 (from 500 to 300)
-Increased the length of all door triggers by 8u (from 56 to 64)
-Added proper respawnroom triggers
-Fixed the light entities that were near the health packs
-Moved the health packs a bit farther from the wall
-Added decals under the ammo/health packs
-Raised skybox by 128u (from 256 to 384, based on the rooftops over spawn)
-Changed the clip brushes on the fence to blockbullets and converted them to func_detail
-Increased each platforms height by 8u (from 16 to 24)
-Increased time to cap by 4 (from 4 to 8)
-Slightly scaled down map by 32u towards the middle
-Removed some random brushes that were outside the map
-Added a light entity near the top spawn hallway
-Resized roofs to be a bit cleaner (spawn buildings 512 wide side buildings 256)
-Moved map off origin (fixes a few bugs with shadows and other things)

a6
-Raised skybox again by 128 (from 384 to 512, based on the rooftops over spawn)
-Cleaned up brushwork on roofs
-Rotated the healthpack overlays 45 degrees
-Added some angled brushes to spawn to make it a bit less open
-Moved stray light entities out of brushwork
-Added some angled brushwork to the edges of the spawn buildings
-Added fence props to the mid level roof
-Changed texture on window shutters to be not the same as all other doors
-Changed skybox to sky_nightfall_01 (Going to change this to a nicer night skybox when I find one)
-Cleaned up clip brushes around roofs
-Enabled fog
-Increased fog start distance by 900 (from 100 to 1000)
-Reverted capture point to a sqaure
-Added displacement ground in the bottom area
-Added slightly raised areas for health packs, spawn doors, and the ramps to upper (all edges clipped with bulletblock)
-Added props in the corner near the ramps
-cleaned up the brushwork behind the small health packs
-Removed duplicate cap trigger (Did not actually function but I could see it causing issues)
-Resized cap trigger vertically to prevent it going into the ground 
-Spawn doors for enemy teams now open on round end
-Fixed blockbullets on fences extending too far and blocking rockets
-Extended door triggers by 32 (from 64 to 96)
-Added inassecable rooms on the ground for detail
-Fixed brushwork at top exit of spawn
-Fixed texture allignment bugs at the top exit of spawn
-Pulled the shutter trigger back 8 units to prevent it being triggered while walking against the ledge
-Changed texture of capture point tape
-Converted some blockbullets to be func_detail
-Added env_cubemaps near the lower and upper glass windows on the outside
-Fixed brush grouping for bridge

a7
-Fixed top blue spawns respawnroom visualizer not having a spawnroom
-Added props near the top spawn on each side 
-Reduced door open/close speed by 100 (from 500 to 400)
-Raised ammo pack slightly
-Raised corner box near the ramps
-Raised displacements near the props in the corner
-Added tire prop ontop of largest box in the corner
-Fixed brushwork on outside of lower detail rooms 
-Cleaned up skybox brushwork above orange buildings
-removed angled peices on the spawn building roofs
-recentered the fences on the orange roofs based on above change
-Changed light_enviroment to be for a night skybox
-Changed pitch for light_enviroment to be straight down (Prevented buggy shadows)
-Changed fog_controller to be for a night skybox
-Increase skybox height by 256 (from 512 to 768 based on the rooftops over spawn)
-Added large lamp props in the top corners near spawn
-Clipped corners near the large lamp props
-Began basic texturing of the lower area (Replaced all grey dev textures with concrete)
-Changed door texture to props/metaldoor01_192 from metal/metaldoor001
-Added aesthetic door brushes near the bottoms of the ramps on each side of the map with lights above
-Removed most basic light entities from the underside of the map
-Added light entity back in over the capture area
-Added light entity over the ammo pack in the middle of the bridge
-Added lights over mid level spawn doors
-Added light props to small health pack platforms
-Adjusted displacement around the point to fix some lighting bugs
-Added a light_spot over the bridge to add a bit of light
-Added team colored billboards over the spawn buildings 
-Redid brushwork near ramps 
-Converted some stray bulletblocks to func_detail
-Increased cap speed by 2 (From 8 to 6)
-Added game_intro_viewpoint entity
-Added metal sheet near the top spawn
ultiduo_assembly
Current version: A7
Download: http://www.mediafire.com/download/78kagx3og4rr2zn/ultiduo_assembly_a7.bsp

Hey,

ultiduo_assembly is a small project I have been working on for the past week or so as a way to learn a bit more about mapping. It is designed to play more like the original ultiduo map than baloo and based on the few playtests I have done, it was received fairly well. Would love to get some feedback and suggestions on the general layout as I will probably hold off on any major detailing and visuals until I have a solid layout built.

Thanks in advance

Screenshots:

[img]http://puu.sh/jpqlU/3625fd74c3.jpg[/img]

[img]http://puu.sh/jpqpC/51ffe2def6.jpg[/img]

[img]http://puu.sh/jpqCD/59a36d0289.jpg[/img]

[code]CHANGELOG:
a4
-Initial public release

a5
-Added bulletblock around the cap point to prevent splash issues
-Added bulletblock around the bridge to prevent splash issues (might remove this as it could cause strange behaviour with rockets)
-Fixed respawnroom triggering the window to open on blu side
-Cleaned up brushwork around the spawns
-Cleaned up roof clipping brushes
-Redid skybox brushwork around the orange building
-Decreased the speed of the window in spawn by 200 (from 500 to 300)
-Increased the length of all door triggers by 8u (from 56 to 64)
-Added proper respawnroom triggers
-Fixed the light entities that were near the health packs
-Moved the health packs a bit farther from the wall
-Added decals under the ammo/health packs
-Raised skybox by 128u (from 256 to 384, based on the rooftops over spawn)
-Changed the clip brushes on the fence to blockbullets and converted them to func_detail
-Increased each platforms height by 8u (from 16 to 24)
-Increased time to cap by 4 (from 4 to 8)
-Slightly scaled down map by 32u towards the middle
-Removed some random brushes that were outside the map
-Added a light entity near the top spawn hallway
-Resized roofs to be a bit cleaner (spawn buildings 512 wide side buildings 256)
-Moved map off origin (fixes a few bugs with shadows and other things)

a6
-Raised skybox again by 128 (from 384 to 512, based on the rooftops over spawn)
-Cleaned up brushwork on roofs
-Rotated the healthpack overlays 45 degrees
-Added some angled brushes to spawn to make it a bit less open
-Moved stray light entities out of brushwork
-Added some angled brushwork to the edges of the spawn buildings
-Added fence props to the mid level roof
-Changed texture on window shutters to be not the same as all other doors
-Changed skybox to sky_nightfall_01 (Going to change this to a nicer night skybox when I find one)
-Cleaned up clip brushes around roofs
-Enabled fog
-Increased fog start distance by 900 (from 100 to 1000)
-Reverted capture point to a sqaure
-Added displacement ground in the bottom area
-Added slightly raised areas for health packs, spawn doors, and the ramps to upper (all edges clipped with bulletblock)
-Added props in the corner near the ramps
-cleaned up the brushwork behind the small health packs
-Removed duplicate cap trigger (Did not actually function but I could see it causing issues)
-Resized cap trigger vertically to prevent it going into the ground
-Spawn doors for enemy teams now open on round end
-Fixed blockbullets on fences extending too far and blocking rockets
-Extended door triggers by 32 (from 64 to 96)
-Added inassecable rooms on the ground for detail
-Fixed brushwork at top exit of spawn
-Fixed texture allignment bugs at the top exit of spawn
-Pulled the shutter trigger back 8 units to prevent it being triggered while walking against the ledge
-Changed texture of capture point tape
-Converted some blockbullets to be func_detail
-Added env_cubemaps near the lower and upper glass windows on the outside
-Fixed brush grouping for bridge

a7
-Fixed top blue spawns respawnroom visualizer not having a spawnroom
-Added props near the top spawn on each side
-Reduced door open/close speed by 100 (from 500 to 400)
-Raised ammo pack slightly
-Raised corner box near the ramps
-Raised displacements near the props in the corner
-Added tire prop ontop of largest box in the corner
-Fixed brushwork on outside of lower detail rooms
-Cleaned up skybox brushwork above orange buildings
-removed angled peices on the spawn building roofs
-recentered the fences on the orange roofs based on above change
-Changed light_enviroment to be for a night skybox
-Changed pitch for light_enviroment to be straight down (Prevented buggy shadows)
-Changed fog_controller to be for a night skybox
-Increase skybox height by 256 (from 512 to 768 based on the rooftops over spawn)
-Added large lamp props in the top corners near spawn
-Clipped corners near the large lamp props
-Began basic texturing of the lower area (Replaced all grey dev textures with concrete)
-Changed door texture to props/metaldoor01_192 from metal/metaldoor001
-Added aesthetic door brushes near the bottoms of the ramps on each side of the map with lights above
-Removed most basic light entities from the underside of the map
-Added light entity back in over the capture area
-Added light entity over the ammo pack in the middle of the bridge
-Added lights over mid level spawn doors
-Added light props to small health pack platforms
-Adjusted displacement around the point to fix some lighting bugs
-Added a light_spot over the bridge to add a bit of light
-Added team colored billboards over the spawn buildings
-Redid brushwork near ramps
-Converted some stray bulletblocks to func_detail
-Increased cap speed by 2 (From 8 to 6)
-Added game_intro_viewpoint entity
-Added metal sheet near the top spawn
[/code]
2
#2
-5 Frags +

fun map
https://www.youtube.com/watch?v=5i_J485sNvM

fun map
https://www.youtube.com/watch?v=5i_J485sNvM
3
#3
0 Frags +

looks like a combination of koth_ultiduo and baloo, thats kinda cool. i like the idea of all the different spawns.

looks like a combination of koth_ultiduo and baloo, thats kinda cool. i like the idea of all the different spawns.
4
#4
0 Frags +

Looks pretty solid so far. Gonna try it out hopefully sometime tonight.

Looks pretty solid so far. Gonna try it out hopefully sometime tonight.
5
#5
1 Frags +

looks good man

- I did the same thing with a crooked bridge having a lip on bunkalow, and everyone hated it. even when I clipped it, they still blamed it for eating explosive damage. You should cut it and make it flush.
- The gaps under the cover on the left(?) side are easier to shoot through with the original than stock, so it might be better to fill them in unless you're going for something specific

looks good man

- I did the same thing with a crooked bridge having a lip on bunkalow, and everyone hated it. even when I clipped it, they still blamed it for eating explosive damage. You should cut it and make it flush.
- The gaps under the cover on the left(?) side are easier to shoot through with the original than stock, so it might be better to fill them in unless you're going for something specific
6
#6
0 Frags +
wareyalooks good man

- I did the same thing with a crooked bridge having a lip on bunkalow, and everyone hated it. even when I clipped it, they still blamed it for eating explosive damage. You should cut it and make it flush.
- The gaps under the cover on the left(?) side are easier to shoot through with the original than stock, so it might be better to fill them in unless you're going for something specific

It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

http://puu.sh/j5Els/e4942f0a37.jpg

When I get around to detailing it will probably end up being a large metal sheet similar to the regular ultiduo and I don't think anybody had problems with that map eating splash on the bridge area? Either way it will probably stay for now.

Regarding the area under the fence, it was originally added so that if you left the mid level spawn you could not get corner fucked as easily by the fence but it ended up providing a lot of fun in the form of crackshots so it will probably stay for the near future as well.

[quote=wareya]looks good man

- I did the same thing with a crooked bridge having a lip on bunkalow, and everyone hated it. even when I clipped it, they still blamed it for eating explosive damage. You should cut it and make it flush.
- The gaps under the cover on the left(?) side are easier to shoot through with the original than stock, so it might be better to fill them in unless you're going for something specific[/quote]

It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

[img]http://puu.sh/j5Els/e4942f0a37.jpg[/img]

When I get around to detailing it will probably end up being a large metal sheet similar to the regular ultiduo and I don't think anybody had problems with that map eating splash on the bridge area? Either way it will probably stay for now.

Regarding the area under the fence, it was originally added so that if you left the mid level spawn you could not get corner fucked as easily by the fence but it ended up providing a lot of fun in the form of crackshots so it will probably stay for the near future as well.
7
#7
0 Frags +

Updated to a5!

A complete list of the changes is in the first post. Thanks to everybody who has tested it and given me feedback. Ideally I want to get quite a bit more testing done so that I can be sure on the general layout before I start working on detailing.

Updated to a5!

A complete list of the changes is in the first post. Thanks to everybody who has tested it and given me feedback. Ideally I want to get quite a bit more testing done so that I can be sure on the general layout before I start working on detailing.
8
#8
0 Frags +

>It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

It'll look better once you texture the map, honestly. I thought the same thing. Once I added in the inevitable trimming, it looked fine.

>It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

It'll look better once you texture the map, honestly. I thought the same thing. Once I added in the inevitable trimming, it looked fine.
9
#9
0 Frags +
wareya>It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

It'll look better once you texture the map, honestly. I thought the same thing. Once I added in the inevitable trimming, it looked fine.

After I fixed the edges eating splash nobody complained about it being slightly raised, if it becomes a problem later I might consider making it flush but for now I think it looks far better and makes the upper area slightly more interesting. Also it fits better into my plans for detailing as it will be a large sheet of metal similar to the original ultiduo map. Actually the only area that someone has complained about splash being an issue on is the actual cap point model which is strange cause I have never had that happen to me on any map.

[quote=wareya]>It was flush before and it looked pretty awful and did not really play well, in a5 I plan to add the blockbullets to it as I have the point on the ground.

It'll look better once you texture the map, honestly. I thought the same thing. Once I added in the inevitable trimming, it looked fine.[/quote]

After I fixed the edges eating splash nobody complained about it being slightly raised, if it becomes a problem later I might consider making it flush but for now I think it looks far better and makes the upper area slightly more interesting. Also it fits better into my plans for detailing as it will be a large sheet of metal similar to the original ultiduo map. Actually the only area that someone has complained about splash being an issue on is the actual cap point model which is strange cause I have never had that happen to me on any map.
10
#10
2 Frags +

Small update on what I have been doing for a6:

http://puu.sh/jjvJM/10e3f8687f.jpg

The underside of the map has been pretty much overhauled and I have added in some displacement ground as well as props in each corner and little platforms for all the major stuff down there. All the edges of said platforms have bulletblock ramps around them so splash bug pretty much are impossible, that being said because it was my first time really working with displacements I used one large power 4 displacements and I have been told that this has strange effects with splash damage and player movement so I will most likely be converting it into 4 power 3 displacements as to prevent that and to add a small amount of extra detail to the terrain. The props in the corner are currently just using their default collision and I will most likely fix that up by hand covering that area with clip/bullet block.

http://puu.sh/jjvMw/35c90b3697.jpg

The top side of the map stays mostly the same with the exception of the addition of fence props by suggestion of someone in AMS's stream chat to make it a bit more clear that the mid level roof area is inaccessible (Sorry I forgot your name I just wrote down the idea when it was brought up) . The edges of the main spawn builds have been slightly angled just for aesthetics and will be cleaned up and done properly when I begin to detail. The skybox was changed from upward to the generic night sky. Personally I am not very happy with how it looks visually and will most likely end up trying to find and use a custom night skybox that would look a bit nicer. Currently I am still using a light_enviroment for a day skybox despite it being night, mostly because I really don't want to spend a lot of time doing lighting right now but once I start detailing it will be another thing I will fix. Every other change was pretty minimal, I changed the window shutter to be a darker metal so it did not look exactly the same as the doors. Enabled the fog_controller enitity mostly to help with lighting since it's pretty bad right now.

Per usual any suggestions would be appreciated and I will most likely have a6 out in a few days based on feedback I get from testing.

Small update on what I have been doing for a6:

[img]http://puu.sh/jjvJM/10e3f8687f.jpg[/img]

The underside of the map has been pretty much overhauled and I have added in some displacement ground as well as props in each corner and little platforms for all the major stuff down there. All the edges of said platforms have bulletblock ramps around them so splash bug pretty much are impossible, that being said because it was my first time really working with displacements I used one large power 4 displacements and I have been told that this has strange effects with splash damage and player movement so I will most likely be converting it into 4 power 3 displacements as to prevent that and to add a small amount of extra detail to the terrain. The props in the corner are currently just using their default collision and I will most likely fix that up by hand covering that area with clip/bullet block.

[img]http://puu.sh/jjvMw/35c90b3697.jpg[/img]

The top side of the map stays mostly the same with the exception of the addition of fence props by suggestion of someone in AMS's stream chat to make it a bit more clear that the mid level roof area is inaccessible (Sorry I forgot your name I just wrote down the idea when it was brought up) . The edges of the main spawn builds have been slightly angled just for aesthetics and will be cleaned up and done properly when I begin to detail. The skybox was changed from upward to the generic night sky. Personally I am not very happy with how it looks visually and will most likely end up trying to find and use a custom night skybox that would look a bit nicer. Currently I am still using a light_enviroment for a day skybox despite it being night, mostly because I really don't want to spend a lot of time doing lighting right now but once I start detailing it will be another thing I will fix. Every other change was pretty minimal, I changed the window shutter to be a darker metal so it did not look exactly the same as the doors. Enabled the fog_controller enitity mostly to help with lighting since it's pretty bad right now.

Per usual any suggestions would be appreciated and I will most likely have a6 out in a few days based on feedback I get from testing.
11
#11
0 Frags +

Updated to a6

This will most likely be the last alpha version unless I feel like the layout needs some somewhat major changes. Based on feedback I have gotten this does not seem to be the case currently. Either way please do test it and let me know your thoughts on here or on steam. Per usual the complete changelog is in the first post along with some updated screenshots.

Updated to a6

This will most likely be the last alpha version unless I feel like the layout needs some somewhat major changes. Based on feedback I have gotten this does not seem to be the case currently. Either way please do test it and let me know your thoughts on here or on steam. Per usual the complete changelog is in the first post along with some updated screenshots.
12
#12
3 Frags +

Updated to a7

Mostly changes this time to the upper level, a few props added to make stuff a bit more interested and also quite a few changes to the lighting in the main area. This lighting is by no means permanent I just wanted to play around with "night" lighting and it's proven to be a bit more difficult than I anticipated. Hopefully the play area is bright enough and if not I will work on it for the next version where hopefully baring any gameplay issues there will be a bit more detail. Per usual the complete changelog is in the first post, screenshots should be updated sometime later today.

Updated to a7

Mostly changes this time to the upper level, a few props added to make stuff a bit more interested and also quite a few changes to the lighting in the main area. This lighting is by no means permanent I just wanted to play around with "night" lighting and it's proven to be a bit more difficult than I anticipated. Hopefully the play area is bright enough and if not I will work on it for the next version where hopefully baring any gameplay issues there will be a bit more detail. Per usual the complete changelog is in the first post, screenshots should be updated sometime later today.
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