Lilith

Lilith final

Final compile, very minimal changes. Mostly just so that the file name can have no version because that looks cleaner but inevitably something is still in need of fix and i am forced to release _rc2 or _fix in which case i will shrivel up and turn into ash and blow away in the wind
- Fixed misaligned brush on last
- Clipped funny detailing poking out of sides of end cap point cylinder brush

Thank you to everyone who playtested
Made b1 notele for soldier, respaced various parts of same bonus
decided to add a pogo bonus. will notele for soldier later but i just wanna know how it plays for demo first
I spent a lot of time making different iterations of the map to fix random garbage and I also have the old original lilith betas from 2021 so here we are skipping ahead to b4. Most of this is going to be adjustments in lighting and tbh I can't remember most of what I fixed in the last like 4 days so here's what I can remember doing:
  • Adjusted texture size and lightmap scale of lights/blue004 to not be so abhorrently blotchy and bright in areas
  • Added light entities for more ambient/diffuse/whatever lighting. Each jump should now be more evenly lit
  • Fixed skybox ambient light grossly fucking over how last looks
  • Reduced file size down to like 49mb
If the lighting is still too dim lmk. I do intend for the map to be darker but I also want your eyes to function properly
jump_lilith_a3:
  • removed playerclips on straight down jumps so no edgebug or bounce strats
  • fixed the last bugged catapult (i think)
  • cut playerclips down 16 units on obstacles for 45 degree jumps to prevent edgebug and bounces
  • fixed a lot of visleaf garbage
  • lightmap scale toned down from everything having default (16) to 64
  • added join camera
  • by
  • added generic_ambient with the revenant wwwwwwhhaaaaaauuuuhghhhhhh pulsing sound
  • full compiled, but lighting is still weird in some places so will have to fuck with it later
  • remouved herobrine
  • added catapults and playerclip to straight downair (first 5 jumps)
    • some catapult triggers are just Cursed and it took remaking them, copy pasting working ones, etc to fix them. ONE (2nd jump, first platform) still does not work but atm i dont have the sanity to do the 200th compile of today to see if the game wishes to cooperate so ill fix it later
  • also added catapults to teles between jumps (no more rat telehops)
  • fixed FindPortalSide errors
  • fixed calc_triangle_representation errors which caused visual bugs on 7th
  • moved last tele destination up 2 units to prevent getting stuck on tele
  • finished last end cap point
  • removed herobrine
-forgot to pack textures my bad brou
- func_illusionary'd everything ever
- added regen triggers because i forgot those existed cause mmod poison
]just shot my 8 year old son! #InternationalWomensDay- changed map suffix to be something actually descriptive lol