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*Remade mid
*Slightly redid bases area
*Removed upper route into the intel
*Small misc changes
*Changed intel grate texture
*Fixed dynamic shadow length
*Hopefully fixed respawn times?? it's jank in CTF though
*More I've forgotten maybe

Ty to emil for layout feedback + everyone who tested A10

Hopefully it isn't as jank now
This update brings:
*Swapped spawns and intel locations, did rerouting to suite that
*Made base layouts a bit better, they were quite messy before
*Added more routes into the intel room so it can't be camped as easily
*Raised mid to cut off sniper sightlines that went across the whole area
*Fixed some misc bugs
*Added another route through the mid area instead of just over the spire area
*Made the spire's walkable area smaller to make it a weaker hold spot
*Maybe other stuff I've forgotten
This update brings:
*A full remake aside from to the intel room

Probably will play badly, worth a shot at least. God I hate making symmetrical gamemodes

Screenshots for A10 if this plays somewhat well I guess
This update brings:
*Somewhat redid base layout to be a bit less convoluted and to make paths to mid/intel clearer
*Restored small mid
*New entrances to mid that are somewhat based off the old ones
*Redid mid highground somewhat so that it isn't as strong, and so that the intel is in view of every base exit instantly
*Widened routes to intel, added another path around the upper intel to make sentry bases harder, repositioned dropdowns, better windows for better coverage of the room
*Added more ammo to mid
*Maybe more small things I forgot
*Redid intel entrance area to highlight a lot more, and to stop camping as much
*Made dropping to mid less of a commitment

Maybe this'll be cooler


God my brushwork sucks

Screenshots:
upload_2020-4-28_14-29-9.png

upload_2020-4-28_14-29-15.png

unknown.png

unknown.png
This update brings:
*Clipping to some doorways
*Made the upper entrance to mid from the bases a one-way dropdown to stop people from pushing to spawns as easily
*Added a slight alternative to the lowground entrance to mid to stop it from being camped/spammed as easily
*Added some geometry/tweaked lighting to emphasise where to to go more
*Made the area immediately before the intel corridor larger to make it look more obvious
*Maybe one or two small things I forgot
*Added stains to make dropdowns in the intel room being there more obvious
*Added a silo to give lowground route users a little more cover
*Made a medium ammo full at the base-mid building to encourage engineer building
*Lengthened name

Ty to chin for the feedback + advice, maybe this update will be cooler
Screenshots:
upload_2020-4-27_17-35-53.png

upload_2020-4-27_17-36-54.png
upload_2020-4-27_17-37-5.png

upload_2020-4-27_17-37-25.png
This update brings:
*Updated clipping to stop you from getting stuck on so many little different things, should be quite a bit better now
*Extended mid
*Moved spawns slightly closer to mid, slightly more right as well
*Widened lowground route in the bases
*Added a platform linking two areas in the bases
*Made the silo exit from the bases slightly wider
*Probably some minor things I forgot

CTF is hard to design anything for..
This update brings:
*Remade mid, now half the length and 256HU thinner, also more of a 'pass through' area instead of a point area
*Spaced out intel dropdowns more, added windows to allow for clearing the room before committing to dropdowns
*Made a grate not chickenwire so it's clearly not a door
*Closed off a route in the bases
*Misc small fixes
*Probably more things I've forgotten

Minor bases remake potentially coming for A6 to make them thinner, if these mid changes don't help as much as I'm hoping??

Screenshots:
unknown.png

unknown.png
This update brings:
*A complete remake of the bases, maybe not so jank now? I'll probably have to do big changes still though
*Tried to condense the map into more connected, larger gameplay areas so teams aren't as split up across the map - I feel the intel room areas + exits are the main exception to this
*Removed the gazebo on mid
*Changed the theme
*Added another entrance to the intel area, and gave more space for defences to be put down
*Probably more minor things I forgot

Ty to wilson for the feedback, hopefully I've acted on it somewhat ok?? I can't really tell until it's tested though

Screenshots:
upload_2020-4-25_13-24-39.png
upload_2020-4-25_13-24-42.png
upload_2020-4-25_13-28-0.png
This update brings:
*Moved the intel room + changed the routes around
*Redid the base layout around the intel room + spawns to lead players to the intel more
*Redid spawns to lead players more
*Hopefully fixed missing intel signs
*Maybe some minor changes? Maybe it's still jank?
This update brings:
*Turned a ramp outside the intel room into a balcony for engineers to set up - this forces people to use a longer route (clearly visible to the enemy team) to escape the bases
*Moved intel further into bases to make enemies enter the room more instead of dropping down, tapping the intel, and running
*Swapped the health and ammo in the intel room to incentivise engineer building on the safer highground
*Clipped under a staircase

Might revert some of these changes