This post is a changelog, don't mind it. I made mostly terrain changes and very minor performance changes to compensate.
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https://i.imgur.com/1X2nXYi.png /
https://i.imgur.com/qyKkulW.pngThe map received a visual update where the time periods are now color coded. Purple represents the current battlefield while red represents the future. It also adds a splash of color to a previously drab and boring landscape. I darkened the elevator path BGs to make them look at least somewhat attractive rather than the boring gray that barely fits in with anything.
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https://i.imgur.com/HTDQLcW.pngThe entire bottom "lane" in the future battlefield has been redesigned. Originally you could fall through the lasers and that was it. There were little doors to serve as nets for the weapons to keep them from falling, but it didn't look right. The solution was to expand this area to add an additional lane comprised of another hazard called Conversion Fluid. Conversion Fluid, story-wise, is responsible for the way the landscape is in the future, reshaping the landscape to the way it is. This damages you over time; lingering in there for too long will kill you. This is a deterrent for anyone looking to camp in this lane.
There are three entrances into this pool: from the left, where the screenshot is, the middle of the arena, and the right side. There are four weapons kept hidden on the floor: two heavy railguns and two rayguns. Acquire these quickly enough to secure an advantage, especially if an enemy has procured a railgun from the present battlefield.
If your weapons manage to fall in this pool, you can jump in the fluid and grab them without instantly dying. I made the HP decreasing rate lenient to allow time for players to grab their weapons and leave without dying, but it's still quick enough to stop any campers situating themselves.
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https://i.imgur.com/XEk7Oel.pngThis lane is less cramped to allow movement across. Since I originally didn't want this area to be a separate lane, I only allowed easier movement across, while getting up and down from there will be somewhat of a nuisance. There's also no cover at all across this entire lane, so tread along with caution. There are cases where you may glitch through the edges and get killed so you really have to be careful here.
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https://i.imgur.com/Ua9ScPs.pngHere are those weapons in the pool I previously mentioned. The game sometimes isn't cooperative with picking up weapons inside of a liquid, but it's very possible to acquire both weapons and still make it out alive. The ~13 second kill time from the conversion fluid makes it all the more possible to do this.
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https://i.imgur.com/bEI0Dg6.pngSome light flares are invisible now to speed up performance in the map, as compensation for the additional walls I put into the map (the extra lane). I added a couple of invisible flared lights in some areas to make them more visible and I added invisible lights across the top of the map to serve as natural sky illumination (because of stars and the Moon, etc). This effect you really won't be able to notice because the map is set at night and most areas have their fair share of shadows and darkness.
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I'm still working on implementing a few things, such as working out respawning with weapons most, if not all, of the time, once I understand 100% how that works, and changing the look of shadows so it's less rounded and extruded away from backgrounds (basically I'm making them look more realistic). There are still some things I'm looking to solve and fix as well.
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To-do List-
Make lighting and shadows look much more better and attractive - done
- Try to find a way to ensure respawning with a weapon almost all the time if not all the time - in progress
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Keep performance as smooth as possible when adding or changing up things - always in progress; right now, this isn't so much of an issue and performance is tolerable
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Try to ensure mobility is at an all time high throughout the map - done for now; still ironing things out
- Add differences in gameplay when the map is played in co-op or DM/TDM (limited teleporter uses per round in co-op, things of this nature) - in progress
- Make the map more attractive, I guess - in progress though the current state is alright