Beta 4 is up! This is a small update and it brings...

- Grass patches
- Swaying trees
- Revamped tunnel with a pretty balcony
- Fixed cubemaps in some places
- Added fog
- Maybe some other stuff I forgot

That's it! Next update will focus around making the skybox and fixing that very shitty cliff side. Stay tuned!
Beta 3 is here and it mostly brings some detailing to the map overall, with a bunch of overlays for you guys to enjoy.

- Fixed Area Portals on the stairs leading to the bridge on each side.
- Added plenty of overlays and props around the map.
- Added spotlight on tunnel leading to the south area of the map.
- Fixed sorta weird looking doorframe on respawn rooms' tunnels.
- Changed lightning inside buildings and added halo on lights.
- I think that's it, might have forgotten something though.
Hey fellas. Sorry for no updates since Alpha 3, I only kept this updated on the Workshop and I kinda went on a hiatus in the past 2-3 months. Version Beta 2 focuses a lot on performance, meaning that all the optimization I didn't do since the start I had to do now. Took me a long time but it's here, and it is working nicely. On Beta 1, I textured all brushes and added some details, and now that optimization is done I'll get around finishing detailing (which is severely lacking now) and making the 3d skybox.

Hope you guys have fun!
OH BOY! I had quite a lot of time yesterday to work on this map and since there's no big change in doing currently with it (like on A2) I decided to release this sort of minor update. Here are the changes in Altitude Alpha 3 (at least the ones I can remember of):

- Added supports for spawn balcony
- Minor fixed in the geometry
- Added windows on all buildings to see how much the player should "see trough walls". Basically I added them now because of balancing and asthetics
- Added small "shed" in the open area in front of the northern buildings to prevent Snipers having a huge advantage
- Also closed off the top floor on the north building for balancing purposes
- Added a few new props around the newer areas
- Added a No Build area on top of the tallest buildings near the CP to prevent Engineers being able to have a massive highground that even Obi-Wan would be jealous of
- Added rocks on the side of the first buildings (counting from spawn to CP) to force players to the first chokepoints
- Added sun halo/lens flare
- Still using fast vvis, so performance might not be optimal in some PCs.
Ha! You thought I wouldn't update this and just abandon it on the side of the road? Not yet! We'll have to wait for the beta for that. Anyways, here are the changes:

- Added new area to the north of the map
- Changed spawn height to prevent spawn camping by removing the high ground for the enemy team
- Expanded spawn
- Added a third exit on the spawn
- I compiled this with fast vvis, so if performance is slower than usual that's sort of supposed to happen. Though on my testing it should have a visible decrease in performance if you have at least a somewhat-a-little-bit-quite-decent PC.
- Yes, I know that you can jump out of the playable area very easily right now, but I'll fix that don't worry.

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Aw yeah, look at that sexy layout... still needs testing though.