Post by icyhotspartin on Dec 24, 2018 2:31:31 GMT
HELL'S BELLS
This map was originally conceived as a 2v2. It plays best as a 3v3. It'll run a hectic, yet brisk game of 4v4.
Currently still needs some tweaking, but it's playable!
I'll be updating it later this week with some weapon location and minor layout tweaks. Download it here.
Normally I design maps around a central structure but try to sketch out the structure post-hoc to fit whatever the pathing ends up being. The idea for this one was to fix that ass-backwards approach (and thus the blocky aesthetics) by going in with pathing already baked into the structures. Thanks to some experimenting I did with a previous one, I had an aesthetic all lined up and ready to go - and luckily Barrens decided to play nice this time and not **** up any of my baked objects.
Even more surprisingly, framerate issues are next to non-existent (save for the cemetery, looking towards the center of the map), while managing a surprising amount of detail, color, and atmospheric immersion. I've also managed to avoid cross-mapping, unless otherwise interesting.
// Weapons //
`` Sentinel Beam Padded in Graveyard - 85%, 140 second respawn
`` Needler Padded in Needler Passage - 1 clip, 90 second respawn
` SMG Padded in SMG Corner - 1 clip, 110 second respawn
`` 3x Lightrifle in Lava Room, Mid-Mid Outcrop, Stained Glass - 2 clips, 110 second respawn
` 3x Magnum in Forgotten Corner, Stained Glass, Bell Hall - 2 clips, 30 second respawn
`` DamageBoost now spawns at new Pillar Ledge above Top Mid
` All three grenade types spawn individually along various pathways based on their suitability for that area of the map
// Pathing //
x Cathedral Death Pit minimized. Covered with new pathing, but still may come into play for the very clumsy or chronically unobservant.
x Stairs removed in Cathedral Hall. Replaced with crouchjump to top-mid walkway. Spreads out pathing, gives players extra choices, makes for more layered encounters.
`` New Pathing from Stained Glass up to Forgotten Corner - branches to the broken top-mid walkway as well as the Forgotten Corner. Compliments the above edit by offering a hard route that then gives players a safer choice to challenge top-mid or cycle down to weapon spawns - also opens up Forgotten Corner to greater tactical viability.
`` Forgotten Corner connects to previous location of Binary Ledge through a clamber to new Pillar Ledge. Many new paths in this area. Various height advantages gained, geometry serves as cover for Forgotten Corner/Needler Passage, as well as provides access to new vertical position (DamageBoost Spawn). Shielding for spawns, new outcroppings to challenge cross-mid positions. Binary Ledge is now Mid-Mid Outcrop - connects to Pillar Ledge / DamageBoost Spawn.
`` Bell Hall/Mausoleum now connects both Lava Room and Mid-Mid Outcrop. More options for engagements, disengagements, and re-engagements using verticality and pathing.
`` Fallen Bell/Bottom Mid now has extra path up to Mid-Mid Outrcrop. Bottom Mid is now a viable getaway area/path through the map. Choice available among Needler Passage, Mid-Mid Outcrop, Cathedral Passage, and clamber to SMG Corner.
// Aesthetics //
Cathedral Lighting and Setting completely overhauled:
`` New Stained Glass feature with homage to Saint Demon Slayer
`` New Lighting to compliment Stained Glass colors
`` New Heavy Doorway feature
` Updated Lighting intensity and rebound brightness
` Updated Rockslide feature
` Updated Deathpit feature
x Removed Boulder feature
x Removed Rounded Knave feature
Lighting Overhaul in open areas to reduce Red Team camouflage advantage - more Beige, Sand, and Yellow environmental fill lights
+ weak green point lights to weapon pad locations (may change after competition) since pads are hidden under floors
+ lighting and sounds to Lava Room to up readability and immersion
+ pyre feature behind Mausoleum Stalactites; more Hell for your Bells
+ natural archways, paths, and outcroppings between Mausoleum and Forgotten Corner.
Enjoy!