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