Tuesday, August 19, 2008

Updates! Fissure, Facility and Industrial

First off, thanks to all that participated in yesterday's testing (And Golf & Clue). I got some very good feedback and was able to make changes for all three of my maps to hopefully improve gameplay.

Industrial

Industrial's clear problem was the immediate action once spawning. I deleted a few excess spawns in the back areas by Foundry's hallway, and in the Courtyard. I also added aesthetic touches, some of which help for cover. The back, elevated platform has been filled with crates and barrels to make it possible to spawn safely there. The truck in the courtyard is immovable now, and there is a man-cannon by the curved fence bridge. By far, the biggest update had to be the new teleporter channel to help with "stuck" gameplay in oddball and slayer. Screenshots:


One of the two new teleporter nodes.

The other node, and its new tele-box.

The modified back area, with additionall cover.

Minor change: two signs merged ever so slightly to make for a safer spawn.


Facility

Facility's changes dealt with weapons, and simplifying the map a bit to give it a better Conquest feel. First off, the sniper towers are gone, and the snipers are moved to the first room you spawn in. Also, the middle area, which previously composed of a mauler and camo, now consists of a SMG behind the door, one spike grenade on top of the door, and one BR in front, where the hallways meet. Screenshots aren't really necessary for these changes, but although smaller than Industrial's changes, expect Facility's gameplay to improve drastically.

Fissure

Although Fissure has to be my strongest map, I am continuing to improve on it. Nothing huge, a couple BRs added, the rows of double boxes that divide the maps were striaghtened. When I hosted my Custom Game, I did notice a few things didn't spawn at start, and it has been fixed. A mini panorama of the new centerpiece:


All of these changes are in effect with the new download links.

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