SD_CrashDown, a launch facility set in a snowy alpine place in the night.
Your mission: to send poopy jar to the stars! Or rather, the moon, specifically. That's a star right?
As such it is set at nighttime.
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Always current screenshots
Back with everyone's favorite map, now featuring everyone's favorite gamemode: Special Delivery. BUT NEW NAME!
Bloviation has evolved: now it is SD_CrashDown. How exciting!
The map has been completely redesigned for Special Delivery gamemode. I also took it a few steps further. So this alpha 1 is what I would normally make an alpha 3 or 4 or so.
Special Map thing:
There is a one way gate in the center of the building facing the australium. This lets you get back from rocket to australium super fast. It does not let you go the other way and it does not let the australium through, so don't even try.
-added a new route between rocker area and australium on each side just outside bases
-opened up base near rocket a bit
-changed ramps arrangement slightly
-opened up australium area slightly
-setup warning lights
----TODO: make it work.
-detailed a stair case
-move some lights around and tweaked values
-opened up the battlements ramp shack near rocket
-pushed battlements back
-clipping and art change near the australium battlements ramp shack
-moved setup gates slightly
-adjusted ridges near australium battlements ramp shack
-other tiny tweaks
-adjusted fogs and lighting
-raised battlements to be more battlemently and redesigned
-opened up rocket-jumper path exit area
-rearranged the walkway pipes
-reshaped the gantry and raised it. can be used to board platform at places below top
-changed the entry into the australium area slightly
-opened a wall between rocket and australium areas
-cave at rocket tunnel exit and changes at australium exit to make more noticeable
-gantry retracts when rocket launches
-moved rocket slightly away from top catwalk
-improved rocket animation
-added a route through the hill from the underground junction out the middle of the 'hill' under the 'gangway'
-shortened routes out of spawn and lowered spawn
-added second 'bridge'
-moved health near australium
-changed the 'hill' heights a bit
-opened the 'ridge' up some
rescaled map a couple times and made heavy changes to all areas
1. redesigned entire map
2. SD GameMode
3. Fixed the annoying sound from doomsday (also improving I/O prediction performance)
4. Thoroughly tested for issues this time.
a0 aka kotf_bloviation:
was a map. an experiement.
experimap. it has evolved.
I can't release an alpha that I see no flaws in, if I see no flaws then the layout is finished. Mirror symmetry is constraining and SD is even more constraining since there are two focal points on the plane of symmetry, so I am finding it harder to design for than other gamemodes. More sightline control and some slight resizing will come in soon versions. I was trying to make the rocket area good for heavies and snipers by making it so large. On the ground sightlines are a bit better than air shots would imply.
I hope it is interesting enough to maintain peoples interest while playing.
There are only five dev textures! Perhaps I should use more, it would make preliminary texturing via replace easier. I also don't like alphas that use only one or two dev textures, it's too hard for me to tell where I am and what the space around me is shaped like.
My 72hr map had two one way doors for the same purpose.
Last edited by Mr. Happy; 07-17-2012 at 04:01 PM.
Reason: I post too fast.