I have to do a lot of work on gift, the art there is very unfinished and enemy identification there is an issues at times. Too many placeholders there, for an area of the map were players spend a lot of time.
I also commissioned a logo for the Theme Park. The name of it is Roaring Peaks. I also commissioned some fake ads for the theme park. basically, stock photo people with messages like "Get your Season Pass Today!" or "Buy the park's bottle and get free refills with every visit for 1 dollar!". They are being done by Jay, who I worked with on Aperture Tag. He does some great work and I cannot wait to see in 2 and a half weeks what he delivers!
Yes, I will be away for 2 and a half weeks. I will attend GDC 2016 next week, I leave on Sunday and return on Saturday. I hope it goes great and I get to meet up with many people out there. I've been watching GDC videos for years now, and finally being able to be there on person is one of those things I can finally cross over from my bucket list.
Then after GDC I will be out for Easter holidays. I will be traveling out of town and will return on Tuesday 29. Which means I will be back to work on the 30th. I am not sure what will be of this blog for those 2 weeks. Unless something interesting and related to pharaoh happens I wont be posting. Most likely I will post again on April 1st (Or 2nd don't want April's fool to create any confusion) weeks 10, 11, 12 with just a brief reminder that I was away, brief mention of my trip and a brief post of whatever I manage to do on 3 days work. Maybe i will post the work Jay makes while I am away. We will see how things turn up.
Finally, I added some brushes to block out grenades. In the end, the nade collision is not perfect, but it should be more in mind with what players expect how a net should behave in real life. It catches physical objects (grenades), small objects like bullets go through, and you can see through them. Also, if a flash pops on top of the safety net you get blinded too.
However, I haven't figured out the shadows for them. Still blocks too much light and it makes area too dark. That still is on my to do list.
These new trash bin boxes offer better cover and you can;t get on top of these. Now the map is more consistent on this aspect.
Bombsite B and Supplies
I finally started texturing the power generators. I also edited the geometry more. I basically made some areas taller, to offer better cover. I felt like much of it was at height level and it was mostly getting on the way rather than helping you out. The prop is still very rough. I need to add much more detailing, so those will take probably a whole day to make. But they gotta be perfect, enough detail to look good while being able to identify enemies.
I also replaced the WIP pipes with models from de_nuke. They look so much better now. One thing I wanted to make was explain why the middle generator was not in place. It still being installed, or replaced. So some of the pipes for the middle generator are in place, but some are still not being placed. This gave me some tools to work with in detailing the area more. I replaced cover boxes by making my own boxes out of frames, wood and Styrofoam filling, like the train car and trash bins. But inside of them I placed the pipes that are to be installed. The cover that was already there was modified and now has a better purpose. You can hide while you plant, or use the cover to defend the site more from attackers.
Then, naming the site. I had a solution, it suddenly came to me. each generator has a letter name, Generator A, B and C. The middle generator is missing. That means that Generator B is missing. Thus I could tag out the location where Generator B is going to be installed. It matches with the bombsite name. It is perfect. There is a reason why there is a B tag on the floor in the middle of the site now. Something that doesn't make sense before in other maps. Why would the Terrorist tag out before hand the sites with spray paint? Why not just place the bomb then? I am looking at you de_overpass.
I can probably take this naming nomenclature and apply it also to the coaster train car. So it would be train 2, and the car being installed is the first one A, for example.
I also added a lift vehicle and a box to supplies. This box offers some cover when trying to take supplies before planting the bomb as well. It also makes the map feel less like an aim map where it's too open. I like it's location it doesn't make navigation such a big problem. And you can get on top of it and boost a player up and gain no visibility or sniping advantage. (I am looking at you de_overpass)
Finally, I wondered if the power generator could fit in de_nuke's truck. It id, it fits perfect, so I replaced the truck and it's cargo. The map now tells a much better story now.
As always the layout at the end of the week. Thanks.