August101 72hours Jam entry

72hr Jam 2023 August101 72hours Jam entry a9a

Reworked Last and it's transition from C
> C now ends right before the turn instead of the half way between
> The building now extends to that half way, with the outside being changed to reflect that
> There is a main choke and a flank choke separating this portion of the house to the outside
> > Red does have 2 forward flanks on C but they get blocked off once C is capped
> The flank leads to an upper route for ambushing the inside and last's final room
> The main choke leads to where the left flank [for red] have gone too
> ... also that flank doesn't connect to the staircase anymore
> I also disable the 3d skybox since I didn't want to deal with that rn
> The road up to last has also been replaced with house
Added ammo, health, and cube map in those areas
Reworked first
> Moved the cart near blue's spawn, but added a fence on the sidewalk separating blue's spawn and first
> Removed the flank near the red high-ground
> Changed the side flank to have a high-ground but more prominent blockers
> Changed the small ammo at the red high-ground to a medium and added a medium health kit with it
Moved the edge of the road on second back
Added a flank to the patio where the train cart was
Added a wall near the flank to give line of sight separation intended to help red maintain sentries
Moved blue spawn back away from the cart
Changed the layout of the area near blue spawn
Moved the cart's starting position away from the flank
Changed the layout of A to give red more coverage
Changed B to be less sniper friendly, again
Changed the patio on B to take up where the displacement was and added a shed there
Changed the exit to blue's forward spawn to be a staircase rather than a drop down so spies can sap teleporters easier
Added a door to block off the C hold spot when C is capped
Reworked the first half of B
Changed the conditions for opening the front doors
Moved the last's right exit door to be move favorable to red
Added changing skins on various door props
Moved a rock to block a sightline
Moved red's last spawn back a bit, and added a thing to help prevent spam from the cart to the door.
Revamped the upper floor
> The hallway was kind of just there since you couldn't snipe from there and the other exit was seeing no usage
Added ammo
Downgraded some of the full health kits
Removed some item kit pairs
Changed red's last spawn flank to have a separate route for D
Made it so the house doors disable after B
Prevented blue's forward spawn from opening before C
Changed the entrance point of the shed at D
Added displacement hills to help denote blockers in contested areas
Changed the interior layout
Specifically; Separated red spawn into a first floor for A and B and the preexisting spawn for C and D
Changed the doors of the house out of B to be one-way
Removed the spawn platform on B
Changed the upper right flank to lead to a new exit out of red's spawn
Rerouted the C to D flank in the house
Added glass to the hallway overlooking B
Countinued experimentation on the tree wall clipping
Fixed env_tonemap_controller values for HDR
Fixed 3dskybox alignment
Added detail brushwork
Added (hopfully) working HDR for the map
> LDR should still work
Changed file name from pl_august101_72hjam2023_<version number> to pl_august101_72h2023_<version number>
Fixed an issue with certain areas not being lit properly in world map
> This was an issue with the 3d skybox
Merged C with D. Also removed C's pool and moved the track and blue's forward spawn closer
> The 3dskybox has not been updated with this
Fixed water textures not being transparent
Added blockbullets on trees
> It turns into playerclips after the model ends so that soldiers can still spam rockets during jumps
Removed 3 tree clusters and replaced them with holds with ammo and health
Blocked off Red's forward door once B is capped