Going over some of the changes to two of out most popular maps. Includes many screen shots and plenty of information!
Posted by Crazytalk on Mar 28th, 2009
We've got a quick post for you guys today. Two of our more popular maps are undergoing a few changes in 2.3. These maps are quite opposite each other, one being set in the snowy mountains, the other on a tropical island. Both exhibiting wonderful themes and ambiance to compliment their styles.
First on the list for today is pvk_island. pvk_island is a booty map created by Gaz and has always been the most popular map, in both the HL1 version and today.
Because of its popularity and general completeness, not much had to be done to change the map, just a few tweaks here and there.
For starters, a new exit has been added to the Pirate's base, allowing the Vikings team an additional choice in escaping with chests. In the following screenshot you can see some rocks and planks have been added, scaling up to the Hubb Jubb Clubb entrance, that used to be useful only as a way in to the base.
Another addition to the map takes place in the Vikings base. The Knights have been given a second entrance/exit to the Vikings base, allowing some sneakier action when trying to steal the chests back.
You'll also find an additional rope in the following shot, keeping players from being easily cornered in that spot on the map.
That's it for Island, altogether the map still plays very well and we expect it to be just as popular as it always has been. The changes for 2.3 may seem small, but they significantly improve the balance of the map and give players more incentive to steal the chests, knowing they may not be gunned down quite as easily!
pvk_frostbite, by Jahhur, is our signature grail map in 2.2. Like Island, the map itself did not require any huge changes, but has received a few additions that benefit both aesthetics and gameplay as whole.
Many of you are probably familiar with the ledge on the outside of the map. This is an entertaining spot to fight, as a player can often knock a few opponents off with proper maneuvering. To make things a bit less frustrating, a guardrail has been added. There's still plenty of ways to knock off opponents, though now it will take a bit more skill and prowess to do so!
One of the changes the map has also undergone is an update to the new particle system. We've already seen what Jahhur is capable of with the video demonstrations of Cathedral and Arena. Well, a few things in Frostbite have also been updated, including the flames of the torches and fire basins, as well as the snow. The following screen shot shows what the lighting of the map looks like from the outside, however it doesn't really do the snow justice. You'll have to see it in-game to truly appreciate it!
Another addition to the map takes place in the outer corridor area. A ledge has been added, increasing mobility and sniping abilities for the ranged classes. Again, it may seem like a small change, but significantly improves gameplay and balance.
Overall, both maps have kept the features that make them so popular, while undergoing a few relatively smalls changes that increase gameplay, balance and aesthetics quite well. That's all for today's post, I mentioned a video demonstration of Temple's traps last week, but have since decided some things are better left as a surprise ;)
The Gestir should be ready to show off soon, so look forward to an update from jRocket sometime in the not too distant future. Until then, be sure to jump on our forums and check out our Mapping Competition sponsored by Noesis Interactive! There have been some great updates this week and I urge you all to download the maps and test them out as they become available!