Humbridge

Humbridge rc1

  • Changed the radio back to the wav system for proper music loops
  • Fixed a lot of lighting origins
  • Removed the mat_phong parameter from the scaffolding metal
  • Added a menu image
  • Added and adjusted spectator cams
  • Upped Luxel Scales on some brushes to fix lighting bugs
(Hopefully the second to last version hoping RC just needs some minor adjustments)

  • Near complete artpass of the level with lots of new custom assets
  • Fixed shade smooth lighting on several custom props
  • Fixed asset file paths & compressed a lot of storefront signs into one VTF to save space
  • Replaced some older custom assets and textures with new models/textures & higher resolution UVs without as much wasted space. (Easier than just fixing the old ones)
  • I've been working on this version for a while so I forgot if I fixed anything else before this
  • Adjusted lighting & lighting origins
  • Changed Non the Ninja's custom upgrade station music from .wav files to .mp3 files to reduce map file size (sub 100)
  • Re-did several out of bounds detailing (in part to have buildings which more thematically fit with the surrounding area
  • Updated hatch's artpass with brand new fences & hedges
  • Re-did the skybox mostly from scratch to replace the previous temporary placeholder
  • Fixed player shadows pointing the wrong direction (forgot to change it when we went back to our old lighting values)
  • Rugby pitch :)
  • Fixed an issue where the top right robot spawn room and tank spawn room were both oddly missing their respawnroom brushes.
  • Adjusted the luxel scale of many brushfaces around the level for nicer shadow resolutions.
  • Lowered the sunspread angle to allow for sharper shadows.
  • Fixed an issue where Engineer hints throughout the level shared the same entity name.
  • Re-compiled as I realized I accidentally packed my Hud into b9 since I forgot to change my Exclude Directory in Compile-pal after my hud folder changed names. Whoops!
-Birchly
  • Old lighting from past versions has been restored.
  • Skybox texture changed to actually make sense with the old lighting direction this time around.
  • Experimental changes to bot yard to try and make the space play nicer.
  • Left rock is now a raised ledge with better cover.
  • Main dropdown is now seperated from tank spawn by another raised ledge.
  • Further artpassing around hatch area.
  • Train car added to bottom route to give more cover and more things to play off of within the space.
  • Added an additional entryway into the spytech room near the train station building on the ground level.
  • Adjusted a few sniper hints to try and minimise how much control they have over the middle portion of the map.
  • Added more engineer hints to avoid situations where no hint is considered valid, causing them to break.
  • Changed some buildings around hatch to fix an issue where the Carrier Tank would constantly vanish/re-appear due to some skybox shenanigans.
  • Further production of custom models for the art-pass.
- Fixed the light enviroment not matching up with the sky texture, map should be more brighter in most key areas
- Re-enabled shadows on most props
- Added 2 new spawn points, spawn_invasion and spawn_tank
- Updated the nav in multiple areas along the top route
- Assets are a step closer to being completed
- Fixed a bot stuck spot around bridge
- Fog has been retuned to not be as strong
- Further optimisation passes

- dl now includes a small info file of relevant relays and entity names for mission makers.
- Finally remembed to add fog (maybe made it too strong)
- Impelemented basic 3d sky
- Added pickups to house and catwalk on top route.
- Scaffolding added to the left of bridge
- Expanded the nook in the Tudor building on bridge
- Added a jump from outside pub to get onto bridge (all classes can do this without upgrades)
- Improved clipping on bench at front and in the pub to smooth bot movement and improve sentry buster reliability
- Split large pack in train station into 2 sets of medium packs, 1 on the road and the other by the benches
- Optimisation attempts :)
- Fixed a bug where the route selection relays did not cancel the main selection relay, causing conflicts
- Added a radio model to replace the placeholder gray cube at the forward upgrade station (Texture TBD)
- Assortment of nav fixes
- Added nobuilds to several crate tops to prevent sentry buster abuse
- Removed a crate by lower museum exit
- Clipping fixes
- Removed shadows from the ivy/flower pots props outside of "The Rose and Crown pub" due to their low prop-fade creating shadow blobs on the building at a distance.
- Fixed lighting errors with some brushes in the gameplay space.