• New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.
Changelog:

  • Added some out-of-bounds areas
  • Fixed missing collisions on windows in the first area
  • Opened up a few areas for more room
  • Fixed broken spawn room visualizer
  • I think I fixed a potentially game-breaking bug on last that prevented BLU from capturing and ending the round. This will require further testing
  • Added no build right outside of all spawns, it was getting crowded there
  • Added a ramp to a defensive point on A to make traversing easier
  • Added a small ammo below C
Optimization update with some other stuff
Changelog:
  • Tweaked clipping all over the place
  • Minor geometry changes
  • Lighting overhaul
  • Fog overhaul
  • Fixed a particle that I haven't been able to make work for years, so this is pretty huge. Thank you Cipherlock for your help!
  • Some geometry changes to better optimize
  • Areaportal stuff

B-C:
Added a door blocking B and C. Players were getting lost wandering into C way too early, so I just blocked it off. The door opens once B is capped.
Changelog:

Just getting back to this project. Trying to make sure it works and that the performance issues are minimized. This is mostly an optimization update, with minor changes throughout.

  • Adjusted skyboxes, hints, areaportals, occluders throughout.
  • Changed some non-gameplay geometry for visibility purposes.
  • Tried fixing some prop fades to minimize pop-ins.

Overall, just trying to get the damn thing to work again.
Changelog:

Hopefully I've figured out the issue which caused crashes.

Also raised Red's forward cover on A

This is really just a version to make sure this whole thing works now
b7c_Changelog:

actual .bsp this time, oops

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes
B:
-Reduced the full ammo to a medium
C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap
D:
-Added small pickups in the drop down room leading to the yard before last
b7c_Changelog:

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes

B:
-Reduced the full ammo to a medium

C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap

D:
-Added small pickups in the drop down room leading to the yard before last
b6 Changelog:

-More detail work
-correctly implemented steam particles
-reworked some detailing

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b5 Changelog:

-Soundscapes are in
-3d Skybox is in
-Modified prop jumps around the map to make them easier/more intuitive
-Reduced Red's spawn wave time on B cap from 9 to 7.5
-Increased Blu's spawn wave time on B cap from 2 to 2.5
-A door now starts off closed until C is capped to limit confusion
-Last explosion no ragdolls instead of gibs
-Got some pesky particles to work finally
-More Out of Bounds areas
b4 Changelog:

-Completed texturing pass
-Completed lighting pass
-Completed both of Red's remaining spawns (2 and 3)
-Added a few Out of bounds (both of Red's spawns and a roof detail on B)
-Fixed some skyboxes, some work remains
-Trims and clipping
-Nodraw on appropriate surfaces
-Propfade on props
-Fixed invisible mesh near Red's second spawn
-Walkable roofs now have a unique texture
-Added signature poster
-Opened up the entrance to the undergroundo on Last to make it more obvious
-Added a bit of cover to the bridge on B
b3 Changelog:

-More detailing
-Fixed strange clipping