First, GDC 2016 was fun, lots of people there and I will gladly look forward to next year if I can afford it again. However, that was one week with no work done on the map, even though GDC is a great place to be inspired so I was looking forward to work again. However, after that week, I went for holidays out of town for a week and a half. So almost 3 weeks with no work, it took a toll on my efficiency. I came back and slowly got back into my regular pace. However, I did not write any post for various reasons. From not having time or not having a fully compiled map to take screenshots from.
This week post will cover only halfway through this current week. I did some extra work in some rooms as well as some fixes, so those will not be present here. Here is hoping that I don't miss next week post. Without any more delays let's get to the changes
On Queue entry I added a light strips on the hieroglyph strips. It lights the ceiling which in turn bounces back down, which I had to fake out using light and light_spot entities to get the correct results as well as elements to fine tune later on.
However the biggest change is the added stair. There is no longer a straight hallway going from Ark to Tomb, so now CTs can no longer hold scaffold and look all the way into emergency exit. With this change, terrorist can now hold easier Ark for themselves, and then control easier when they want to push into tomb and towards the site.
But because the wall removed the fast timings to move from Tomb to Ark, I decided to add a Behind the Scene wall at the end of Anubis Hallway. With this CTs can push out and try to get people from ark, but they are easy targets, as Ts will be expecting them there and will know where to aim if they sense danger. So it should be fairly balanced out.
Because the tomb design changed, there needed a new way to get on top of it, so the blocks where added on the back side of the tomb. This should make it easier to tell for players that they are allowed to get on top of the tomb. The block on top of the tomb will now offer greater advantage to get on top of it, as there i cover from there. Which can be helpful for players pushing into the site.
There is one drawback, tomb is a dangerous place. It has 4 entries, so you can basically get shot from anywhere. I think I like that, its a high reward for a high risk. You get to the site quickly if you ware willing to risk it. It's best to take tomb from 2 places at once. So lets say for example, 2 CTs are sitting B, and the bomb is planted at A. i recommend that the CTs try to take Tomb from Scaffold and Tomb Exit.
I got rid of the nade spots on CT spawn, as they where never used and I decided I'd rather get some frames back. I got ads from my graphic design guy. So there are some areas where fake ads for the fake park are. jay enjoyed making those, he said that doing fake ads for world buildings is some of his favorite work. I loved how they turned out. Fake water bottles, stock-photo people, its what you'd see from a marketing team on a Six Flags park. I dig those.
And I changed the ceiling on gift shop. Glass can be broken by nades, so Ts and CTs can nade into the gift shop. Much more useful for smokes and flashes. HE nades and molotovs explode to high above to be effective as far as I have seen. I could be wrong though.
Another problem I am running into is file size. P5 is 240MB big. which is no problem for the workshop, but for old school servers which don't use the workshop, the big map size is an issue for players who have to sit through long downloads. I gotta optimize the custom assets that I am using. Textures are the most expensive assets, so I have to watch out for those now. I did a clean up some time ago, but I gotta do another pass soon. As well as take a look at the most expensive textures and see where I can get away with some downgrade on quality.
I also have been holding up on doing work for the food area. I have some ideas, I just have to get up and do them.
And also, the radar. I've got to set up the vis groups for props that get on the way of the radar (Vents, wires, stuff from ceiling) so I can compile the radar for a picture. I like working on the radar, I love how the map looks from the top.
Finally, the top view of the map! Thanks for reading!