Concrete

Concrete B4

A quick but large update. Even comes with some custom textures by another mapper!

Changelog
========

-Mid has these cloth canopys (made by Stiffy360) that players can hide in.

-Both bases have detail added to them, like canals and extra prop rooms.

-The corridor to the intel has this spytech door added to it to give more asthetic.

-Mid has dirt roads and clutter alongside.

-Displacements are matched up / fixed a little

-IBM Poster which was in the previous update is now removed for copyright reasons.

-Detail trimming, more playerclip boxes added


Credits:
======

Posters: Tuaam
Red Tent Canopy: Stiffy360
Map Uses Frontline! props and textures

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whoops. Scroll down another post to read the info.
At last, version B3 is up for release.

Changelog:

-Changed background

-More level detail optimizations

-More detail added to map

-more cover added to mid

-Cubemaps are now present in HDR mode, and LDR mode.

- Func_detailed a majority of the level, as a result compile times went from 55 minutes --> 16 :)

-removed the "fake" crates that allowed players to phase in / out.

-Removed various sightlines

-Replaced alarm props / lights with the mvm_emergency lights

-Added custom assets (posters, billboards)

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Changelog:
========

-HOPEFULLY fixed cubemaps that are for Both LDR and HDR.

EDIT: Apparently they still don't work.
Changelog:

-Featuring the Mann Co Trans - Atlantic Pipeline! Bringing oil from one side of the country to another, which coincidentally crosses the Middle Battleground. The area itself can't be reached easily, and can't be used for building engineer buildings. Very hard to get to, but doesn't subtract from gameplay (It's just there for decoration, mostly).

-Redid the intel room to be more interesting, with some more spytech appeal going towards it.

-Added Detail rooms, such as corridors, other out of bounds rooms that can be viewed from Doors and Windows

-Map is now compiled in HDR AS WELL as LDR. Those with LDR can enjoy the map without it being fullbright.

-Areas have more touchups, detail, and more spytech equipment

-Base layout is changed a little, changes as follows:
>The path to intel isn't in front of the base enterance, it's instead in the middle of the warehouse enterance and the 2nd spawn enterance

>The lobby's length is increaed by 128 u (This was the most painstaking thing ever done with the map).

>The vents are now rooms / corridors. More space to move around, the vent found in base is now a small storage room.

-Alarm system is added (When you grab the enemy intel, there is a set of corresponding emergency lights that blink and a HL2 / 1 Alarm sound. The alarm system is subject to change).

>The flashing alarm lights are actually slow strobe - effect light entities that emit a red / blue glow, this doesn't detract from gameplay and doesn't make team colors hard to distinguish. I will switch to env_sprites once I figure out how to work them out.

-Added appropiate trim textures to certain areas.

-Some detracting props are removed from mid.

I hope you enjoy this update as much I did making it! Map size is around 40 - 50 MB.

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Changelog:

-Soundscapes are added to many parts of the level (Respawn Rooms, Both Intel rooms)

-Raised the cliff level to double the size (This was to make the 3d skybox work correctly)

-Added a 3d skybox! Things in the skybox include:
> A crashed BLU bomber plane

>A few small tents that you'll never get to see

>cool cliffs, and a radio tower

>a RED air base (With AA guns, planes, and a runway)

-Added RED and BLU detail buildings (On the top of the cliffs). RED has this large factory (With 3 smokestacks rendered in the skybox because they would pop out when you were on BLU's base), and BLU has this warehouse with shipping containers lying about.

-The hallway that you come across when exiting spawn is this vent that inclines upward into the small warehouse area

-Added a Wall to the L - shaped intel room, now making it an I - shaped intel room

-HDR lighting (No, it's not that bad, compared to the rapture or some shit)

-More props added to the bases and main areas

-Signs pointing to the alternate routes.

-Spawn Rooms are now expanded, the 2 doors are changed:

>One door leads straight to Intel, as promised.

>Another, instead of having 2 doors lead into the lobby, has one diagonal door that does the exact same thing.

>A window that you can look through leads to the garage area.

-Vents in alt routes now bend a little to prevent sightlines.

-More obvious signs to the capture zone (Other than the fact that the capture zone literally has the fucking letters "capture zone" printed on the godamn floor).


More is planned for future updates. This update means that the map is no longer in an alpha stage, the layout for the most part is complete, and it will further expand into more beta, and eventually rc.

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Changelog:
========

-Added more detail props and better looking textures.

-Removed bump below the intel room table.

-Smoothed the roads a little.

-Extended the tunnel to have a 3rd route that one can take to avoid mid.

-Made proper displacements for the map

-Made the ruined building more realistic

-Added more cubemaps

-Optimized the map a little bit

-Playercliped a few areas.

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Changelog:
========

-Added small detail rooms that you can look through in the intel rooms. More rooms to come.

-Added some extra class - workers / people in the detail rooms. 2 Engies, and a Medic can be seen working on computers, while the other mercs are fighting.

-Removed the catwalks. The gap / hole opposite of respawn is now a small office with a HAM radio and a computer console.

-Added ramp up to said office. The area also has a small health and ammo pickup.

-Details to intel room include:
>vents on ceiling
>Hanging lights
>Actual stairs (As in, proper ones)
>Computer banks
>Intel is now on a small map desk (From the frontline pack)
>Prop Doors

-Most of the sloped ramps are now stairs.

-Intel isn't on a catwalk (This was to make getting the intel more easier

-Bunker sightlines are gone. You can't snipe the opposite team's fort entrance any more.

-Added armored cars on the side of the road

-Optimized / func_detailed a crapload of stuff

-Made the fort courtyards more smooth (As in, there are curved walls that join the walls and the main building to give a smoothed out look.

Enjoy!

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Re - uploaded because the server is retarded.

Look at previous post for changelog.
Changelog:
========

-Made the dirt roads fully paved (As in, pavement, complete with yellow lines.

-Made the flank routes closer to the tanks

-Optimization

-Aligned sand textures / fixed seams found in certain displacements.

-Displacements added to the desert areas in the flank routes.

-Textured (As in, basic terms, no detail added yet) 95% of the map.

-Cubemaps (The reason why I added cubemaps was because the intel room floors required them (They needed cubemaps to reflect, etc)

-Changed the tanks you see from animated ones to static props

-Added telephone poles to each sides base! They do nothing, just look nice and use move_rope entities. Also, no you can't build sentrys on top of them.

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