Shoreleave

Shoreleave RC2

A6 7-14-2016:
Name changed to Shoreleave
Added in Frontline assets, heavy focus on the market/ pub area
Opening area retooled, changed cart path, broke up major sightline
Removed deathpit after first cp and replaced it with mine field
Added new path from first lower blu spawn to upper area to help attackers transition without being seen as easily
New flank added between first and second point, should help defenders, provides strong counter sniper position (experimental)
Two pickups now tied to cart progress, resupply drop for blu team between first and second point
Added more cover to "sniper alley" leading to second cp
Changed doors opening to a placeholder of walls blowing open from cart shot next to 3rd capture
Changed cart finale from blowing up to a placeholder animation of shooting into the distance
Changed skybox to custom skybox from Frontline pack, changed ambient lighting to match
Adjusted a few pickup locations/ sizes

To do: redo final area, experiment with cart speed.
Tiny baby update!

Changelog:
Fixed missing respawn room triggers
Fixed a jump that was a tiny bit too high
Fixed a displacement seam
Something else I don't remember
A5 May 27th 2016:
Recreated majority of blu's first spawn, and retooled opening area
Widened last, opening up the pit more on one side of the capture, making defenders more vulnerable to it
Widened attacker flank route doorway next to final cap
Added minor new route just past first capture in what is now the bakery, opens after first cap
Adjusted cover slightly looking down from balcony above bakery
Broke some stuff I'm sure

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Added new blu forward spawn after second to last capture
Added respawn room visualizers to red's last spawn (lolwhoops)
Adjusted blu's spawn room door layout
Changed cover around second CP bridge
Added resupply cabinet to blu's further up first spawn area
Blu's first forward spawn points no longer start enabled
Adjusted respawn wave times
Reduced timer increase on second CP
Fixed bug that trapped red players in their first spawn room after capture
Fixed one way door trapping bugs
Added some props/ cover around the map
Fixed the broken area portals I made trying to rush the last update out the door (whoops)
Added some quick temporary lighting
Adjusted a sightline further
Smoothed some clipping edges around the map
Changelog:
Added deathpit just past first capture point
Widened/ adjusted last area
Significantly opened up many doorways
Adjusted gameplay flow
Fixed a few nasty sightlines
Set up spawn wave times to adjust for each point captured
Adjusted some health/ ammo placement