Brugge

Brugge RC4B

Hey, wow, RC1.

MAP

- Did some light detailing on some things
- Broke a wall at the front's alcove and added a small ammo pack
- Added some crates and barrels
- Added various entities to assist mission makers, which can be found in the relay document
- Reorganized some engineer nests

NAV

- Bots should no longer bunch up on the crate at the front, making it not a meat grinder

MISSION

- I dunno, buffed Funeral Toll and nerfed Flemish Feud

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- Fixed the bridge tank path not working
- Moved back the end of the road to make exiting spawn easier
- Removed a fence at the bridge, as a test to open the area up
- Fixed robots shooting in their spawn
- Untypo'd a typo in the relay document
- Minor detail tweaks
- Changed Flemish Feud Wave 3 to include more soldiers
- Removed Markt Mayhm from the download while it goes through changes
MAP

- Fixed some detailing
- Added a spawnbot_chief spawn
- Modified clipping at sniper vans

MISSION

- Buffed Markt Mayhm, still probably too easy, need to put it through the wringer a few more times
Threw in an intermediate and expert mission for testing.
Hi

- Added a wooden board to the front barrels
- Closed off one of the 2nd arch's doors and removed an ammo pack
- Mission rewrites
Ooops I left on the nav guide. Also touched up some more things.
- Minor fixes to some visuals
- Adjusted some aspects of Funeral Toll
Woah!

MAP

- Fully artpassed map
- Adjusted environment lighting
- Side-building on road reworked
- Adjusted some engineer-bot nests and added teleporters to some
- Adjusted some ammo/health pack placements
- Adjusted clipping on fences
- Closed gap inbetween hatch ramping to make maneuvering easier

NAV

- Bots run much smoother, should no longer jump into the tank dip

MISSION

- Fixed respawn times
- Added Shotgun Heavies to Wave 1's beginning
- Burst Shotgun Heavies damage nerf removed
- Added Sentry Engineers to Wave 3
- Increased FAN scouts on Wave 4 to 58
- All supports that would've dropped money (except for Wave 5) now do not, money implemented into main-wave bots
- Support SMG Snipers on Wave 5 spawn slower inbetween each other
- Increased Iron Gauntlet/Medic combo amount on Wave 6
- Increased Direct Hit Soldier amount on Wave 6

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The Only House That's Not On Fire (Yet)

MAP

  • Fixed visualizers
  • Added lights
  • Lowered water slightly, allows for crouch jumps to work and you can still extinguish yourself in it
  • Also lowered ramp-up platform to allow crouch jumping
  • Signature
  • No bad pipes
NAV

  • Bots no longer try to jump onto the bridge's railings
  • Hopefully fixed some other knicks
MISSION

  • Wave 1: Reduced SMG Sniper/Buff Soldier count from 20 to 10
  • Wave 1: Dropped Pyro skill from Normal to Easy
  • Wave 2: Reduced Burst Shotgun Heavy count from 30 to 15
  • Wave 3: Removed crits from Demomen
  • Wave 5: Reduced waitbefore on Giant Demomen from 20 seconds to 10 seconds
  • Wave 6: Fixed Giant Jarate Sniper's rate of fire
  • Wave 6: Made Giant Jarate Sniper move faster
  • Wave 6: Applied Final Tank skin to last Tanks
  • Wave 7: Fixed Hip Pain's rate of fire
  • Wave 7: Increased Hip Pain's rate of fire from 20,000 to 40,000
One Weird Tip

Map

  • Widened frontline area, converted OOB stairway into a small cover point
  • Removed small ammo
  • Made all visualizers visible
  • Added side-area to road for players to use to dip into for cover
  • Added a second arch to block a long sightline and to allow for another hold
  • Side area added to arch as well
  • Hatch lowered slightly into the ground
  • River water increased in height, players can now crouch in it to extinguish
  • Ramp added cause this breaks crouch jumping, there's probably a good middle ground somewhere that I can toy with
  • Added Engineer-bot deploys
No changes to mission.