Brew

Brew b5

  • Gameplay tweaks to B, still subject to change
    • Removed one of the brewing tanks on the right flank to make the entrance more exposed to Red team
    • Extended lobby and added a catwalk
    • Added a bit of cover to make it easier for Red to enter B area
  • Added "DINER" sign above Blue spawn
  • Fixed spinning oil sign model
  • Various fixes
Brew B4 Notes
  • Adjusted the interior of A point house to be less spammable from the window hold
  • Removed chickenwire structure in front of the A point house to allow for more breathing room
  • Changed left highway flank entrance to a proper doorway instead of a window frame
  • Swapped left highway flank window to be open and closed it's neighbor
  • Brightened the inside of the shed near A point
  • Fixed console errors about props with no collision mesh
  • Fixed incorrect objective pop-ups
  • Fixed some displacement seams
  • Fixed projector in RED spawn being dark
  • Adjusted and added clipping across the map
  • Adjusted detailing
  • Fixed missing texture overlay and reflective materials on metallic props on B
  • Improved clipping
  • Fixed fog problems
    • Start fog is now set properly to be "outside"
    • Added missing fog transition trigger in forward tunnel
  • Improved clipping
  • Various fixes
Brew B2 notes-
  • Added a secret after "B" is captured
  • Fixed missing clipping on metal barriers at "A" point
  • Fixed visible nodraw on some windows out of bounds
  • Fixed missing collisions on a fridge in BLU spawn
  • Changed spectator cameras to enable/disable when "A" point is captured
  • Fixed red spawn not triggering the industrial fog
Changed filename to "Brew" to reflect the new map name.
Brew (Formerly emiliam) B1 Notes-

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  • Artpassed the map
  • Reduced prop cover outside BLU spawn
  • The cover at "A" point now retracts after the control point is captured
  • Added small balcony in the right "B" point flank dropdown room
  • Adjusted dimensions of right "B" point flank hallway, reducing some prop cover
  • Added small ammo kit in the right "B" point flank hallway dead end
This is also the same version as the initial workshop upload by me and Emil.

Enjoy!
emiliam a5 notes
  • Updated events after A is captured
    • Capturing A now adds 6 minutes to the clock (previously 8, oops)
    • Capturing A now shuts a one-way door in the right cellar flank. This door can only be opened from the outside to prevent red from using the cellar to reach BLU's forward spawn
    • Added a ten minute cap to the timer
  • Adjusted vats around B to all be unwalkable, and have clearer heights/fencing (no more sniper parkour)
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  • Added a staircase in lower B route to reach the walkway flank
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  • Removed walkway flank pickups
  • Added a small room to the end of the walkway flank to reduce all-seeing sightlines
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  • Slightly opened back up the B scaffolding outside of the observation deck
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  • Added medium kits inside of the observation deck
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  • Added small health kits near the B catwalk flank
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emiliam a4 notes

  • Reworked yard outside of BLU spawn
    • Moved billboard out of gameplay space
    • Added staircase to more easily access the truck room
    • Moved entrance to the truck room
    • Widened doorways and added an additional entrance
    • Adjusted pickup locations
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  • Reworked connectors between BLU spawn and A point
    • Moved stairs in the truck room to the opposite wall
    • Added walkways inside the truck room to make it a useful hold
    • Closed one of the doors inside of the main connector
    • Added windows to the main connector that watch the exit of the truck room, and serve as a sightline for BLU once they own the area
    • Moved catwalk staircase to an opposite corner
    • Removed the small doorway out of the main connector
    • Embiggened the main exit/entrance to the main connector
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  • Reworked BLU forward hold area
    • Shrunk doorway to better signify that the house is a more cramped area
    • Added more arrows
    • Rose the ground in the center of the terrain to make for a more obvious hold
    • Rose the foundation of the house entrance
    • Added a small flank to the right of the divot
    • Removed a fence outside of the truck building
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  • Reworked connectors between A point and B point
    • The main path is now much shorter, requiring no more U-turn
    • Added more highground inside of the first connector
    • Moved the entrance to the lower route near the cellar so it's less assumed to be the main entrance
    • Adjusted cellar staircase to be a simple 90 degree turn instead of a U-turn
    • Adjusted some pickup locations
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  • Removed max timer limit, like Gorge
a3 notes
  • Adjusted BLU spawn points
  • Added additional doorway to the RED forward hold area, making it significantly more obvious of a room to set up in
  • Extended A middle building to avoid sightline cheese
  • Reimplemented the large white truck to A
  • Added a ladder you can walk up to reach the top of the truck, and fixed a stuck spot
  • Added a billboard that changes team when A is capped
  • Removed the one-way-door flank to the B connector
  • Flipped metal staircase in the lower route to B
  • Blocked off BLU's catwalk on B so they can no longer spam onto point
  • Added a closing door to B catwalk that shuts after A is capped to limit the amount of routes for attackers
  • Adjusted RED last spawn to be closer to the exits