Breakwater Bay

Breakwater Bay A4

Major overhauls of first capture point and final terminus.

Large reduction in sight lines, adjustments of payload track, and addition of new interior spaces.

Spawn room design has been re balanced, red now has a new 2nd spawn from the terminus.

Additional miscellaneous adjustments, changes and additions to level geometry
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Added roofs to many structures
adjusted clipping and other details
changed placement, added and removed features
A nearly complete redesign of Break Water Bay from the 2017 TF2 72hr map jam. It now features major layout changes and bugfixes.
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Major Layout Changes:
Remade blue team's First Spawn
Replaced terrain near first capture point with displacements
Removed second blue team spawn room, combined with third spawn.
Removed red team's first spawn room combined with final terminus spawn.
Reworked bay area, now includes ramps, interiors and alternate paths.
Added additional paths between capture point 2 and 3
Added additional paths to the final terminus
Completely remade final terminus area including red spawn.
Adjustments to track course and other smaller changes.
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Fixes:
Added tonemap_controller for HDR
Removed shadows from majority of payload rail
Removed first red spawn, formally was still usable upon capturing point.
Rework of blue's second spawn, better shielding spawn sightline.
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Remaining things to do are additional bug fixes, map optimization/changes, and team balance.
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