A quick update containing the redone cargo crate area. Felt like a "box with stuff" while making it, hopefully that's not the case. And I kinda rushed this one, so some of the problems identified last time weren't fixed.
-Completely redid the cargo crate area
-Added a balcony to the area just outside of the bomb hatch area, with a ramp in the bomb hatch area leading up to it
-Added a small vent area off to the side of the upper bomb routes near the hatch
Alpha 5
The biggest changes are probably to the popfile, but I haven't been documenting those. I probably should... Oh, and the birthday hat easter egg is gone. It was just a one-time thing. Sorry.
-Removed the birthday hat easter egg
-Made a slight adjustment to two of the sniper spots that were overlapping a railing
-Changed the bomb path picker from PickRandom to PickRandomShuffle, so now all bomb paths must be played before a path is played twice
-Clipped off the sides of the boat
-Added holes to the walls of the boat where players and robots can fall/be pushed off
-Disabled collision on the cargo crates, instead they are all blockbulleted
-Clipped a perch point at the top of the crane
-Rearranged, modified, and added some health and ammo packs
-Slightly adjusted the space in the building in the center of the cargo crate stack
-Added a forward upgrade station
-Fixed a light that was inside of a cargo crate
-Added signs to the upgrade stations
-Possibly fixed the tank spawning weirdly
-Added a ramp behind the bomb hatch
-Adjusted the ramps under the doorways to the bomb hatch area
-Adjusted lighting on the cargo crates
-Slightly shifted one of the fallen cargo crates to unblock the stairs
-Removed some unnecessary holograms
-Made some more big changes to the popfiles
I couldn't think of a name, so since this update is being released on the day after my birthday, I decided to call it "The Birthday Update" and chuck in an obligatory birthday easter egg.
-Removed the sliding doors on the side bomb routes in the building
-Removed the wall near the front and the forward upgrade station (for now; I'll probably bring back the forward upgrade station)
-Lowered the front area of the cargo crate stack
-Added a birthday hat sitting on the cargo crates; shooting it causes it to play a birthday sound
-Slightly refined clipping around the cargo crates
-Fixed and refined the navigation mesh and blocked areas around the indoor stairs
-Blockbulleted all of the cargo crates, including ones that the player cannot stand on
-Lowered the elevated area in the center of the crate stack and widened it out
-Slightly adjusted sniper and sentry spots and added new sniper spots on the crane
-Changed the water texture and adjusted the scale
Made the front and sides of the boat slightly larger to make room for stuff, as well as implemented other feedback.
-Added more space to the front of the boat (as a side effect, it also slightly widens the side routes)
-Fixed a gap in the wall above the upgrade stations
-Increased the water texture scale
-Slightly widened the staircases in the ship
-Bomb carrier will no longer walk onto the crane
-Added a small staircase to get up on the side platforms so bots don't get caught up trying to jump onto them
-Fixed bots jumping down instead of using the wooden plank when taking the upper right path
-Added a forward upgrade station that is only available between waves
-Replaced the invisible texture under the carrier tank with blockbullets
-Moved the bot teleporter hints farther away from the walls
-Fixed one of the teleporter hints still being up against the wall
-Added a generator prop to the back of the bomb hatch room to allow scouts to jump up onto the flank
-Adjusted the lighting to be less irritating and brighten up some areas that were dark
A bunch of changes, some massive, some less massive, and some that will barely be noticed. This is mostly based on feedback that I received from the MvM gameday, as well as some other bugs that I noticed while testing. Hopefully I won't have to add 3 hotfix updates like I did with A1...
-Adjusted both missions, with much larger changes to the advanced mission (Oceanic Onslaught)
-Added a smaller boat opposite the carrier tank boat that functions as a second robot spawn
-Added clipping to the crane in front of the robot spawn and a ramp to allow players to easily get on top
-Shifted some health and ammo packs around
-Rearranged and removed some shipping crates
-Added a wall between the shipping crates and the front area
-Completely redesigned the indoor area to make it longer and larger
-Added engineer bot nests in the indoor area
-Tanks no longer spawn in midair
-Replaced some of the less visible cargo crates with dev-textured brushes for optimization purposes
-Deleted parts of the navigation mesh that giants cannot walk under
-Moved some of the teleporter exit bot hints away from walls to (hopefully) prevent larger robots from getting stuck in the wall when spawning
Fixed the problem with custom content not being packed, apparently I've been doing it wrong this whole time. Hopefully it will FINALLY work now...
-Fixed a problem with packed custom content
I accidentally packed the Navmesh into the BSP... Oops...
-Removed the navmesh from the BSP
Just a small update containing a few small changes as well as a brand new, self-made advanced mission.
-Changed some of the bot spawn points into spawnbot_mission_sniper and spawnbot_mission_spy
-Made the doorway for the upper bomb hatch room entrance taller so that giant robots can fit
-Added a new mission: Oceanic Onslaught (see more info in Overview section)