alright! I have a place to work on next, sadly I don't think I will be able to fix everything and get them released by my 1pm deadline, as I am going to sleep soon.
first: I know about the security fences, I tried it first, and even though it worked, didn't feel right.
second: derp, I forgot about the negative lip thing entirely with the stress of getting the level filled and with as few bugs as possible.
third: the stairs were there as a placeholder to see how much room I needed for a team to go up next to the cart, I left them in as that is the only place where they can be found, and they look nice compared to the bulky wood ramp next to it.
fourth: yeah, I need to func_detail period. I typically forget as I continue brushwork. which I found a mistake and a bad error when nobuilding the spawns. (how did you like red spawn?)
fifth: its probably because of the wall behind the door in place to prevent leaks (yeah like it helped
) that is an easy fix as I wanted a slider door there originally as a forward spawn on red, but it fell to the way side as I designed the spawns to be pieced in the multistage payload (there was a single route from blue to red that bypassed most of the cart, part of it is seen in the path from first to second, and the third area, funfact, that was all flat until I feel the need of verticality to a place like that, another reason with how the roof is aligned.)
sixth: fair enough
seventh: I had the tunnel and like five ways to work it, including the bottom of the stairs in blue spawn to be the doors and have the locker outside protection, though the long tunnel nature isn't good, I probably will split the tunnel when the whole showcase thing is done and we all have free range.
there will not be an update for maybe a month at a minimum, as I have to fix first stage, the cart logic. determine if I want to keep the extra points in each stage, and add the other two stages. lot of work is about to be dumped here, I liked this, it was more fun than I anticipated.