Beta 1B: Cubemaps Fix
I think I fixed all the broken cubemap surfaces. If you find any more, please let me know.
-Fixed broken/missing cubemaps on certain surfaces
Welp, I've done it. I finally detailed a map that doesn't look like total garbage. There's still a lot of stuff that I probably should fix. The brushwork in the spytech base is messy and dumb and I hate myself for it, but I also don't see myself fixing it. There's also a few weird shadows that I don't even know how to fix. But there's still some good work in here, and I'm actually really proud of myself.
-Fixed the Blu forward spawn resupply locker being clipped into the ground
-Removed the consoles on the side of the final CP upper room with the stairs
-Adjusted railing clipping between first and second CP
-Artpass
-Fixed railings between the first and second CP not being nonsolid
-Slightly raised the railings surrounding the first CP
-Shifted the large ammo pack near the first CP onto the balcony outside
-The vent route to the sewer is now blocked until the first CP is capped
-Replaced clipping on stairs with blockbullets
-Added a medium healthpack behind the wall with the dropdown in the final CP area
-Shifted the resupply lockers in Red spawn
Because A6 was never released, this update contains changes from A6 and A7.
-Removed the rubble piles near the first point
-Added a sniper balcony in the wall area facing the control point to allow Blu snipers to snipe into the cathedral
-The wooden bridge connecting Blu's foward spawn to the first CP is now always there, rather than appearing when the first CP is capped
-Shifted the upper vent exit towards the door to prevent sentries at the bottom of the staircase from being able to watch the vent exit
-Added a blue sign directing players to the vent
-Raised Blu's forward spawn
-Moved the resupply cabinet in Blu's forward spawn to the wall oppsite the main exit
-Slightly raised the ground beneath the medium healthkit near the sniper barrier at the first CP to make it easier to jump over the railings
-Added a lower vent exit to the sewer
-Added another outdoor oneway entrance to get into the sewer
-Removed the dip in Red's route from spawn to point A
-Shifted the final CP down into a slightly smaller room that opens at the top to the large room
-Redesigned some of the geometry in the final CP area
-Replaced the large balcony surrounding the final CP room with a significantly smaller balcony on one side with two staircases along the wall
-Redesigned Red's spawn and the shortcut from Red spawn to the first CP
-Added a second shortcut from Red's spawn to the upper balcony
-Replaced the railings around the first CP with brush railings that are easier to see through
-Rebuilt Blu's first spawn, the area just outside, and the wall surrounding the first CP (layout is basically the same)
-The wall is now much thicker, making it more resemble a defensive wall
-The area just outside Blu's spawn is bigger
-Part of the roof over Blu's spawn is now accessible
-Blu spawns on a pier next to a submarine
-Rearranged some health and ammo
The area just outside Blu's first spawn.
Just outside Blu's first spawn, from a different angle.
The flank route along the cliff leading into the side of the wall.
The lower floor of the building just outside Blu's first spawn.
The upper floor of that building.
Inside the wall surrounding the first control point, through the doorway in the previous building.
Inside the wall, from a different angle.
The first control point.
Just inside the cathedral.
Just inside the cathedral, from a different angle.
Just inside the Red base, in the area before the final control point.
Another angle on this area.
A hallway that goes around the final control point.
The room just above the second and final control point.
-Shifted the final point up so that it is no longer underground as well as rotated it 90 degrees
-Completely rebuilt the connectors between point A and B, including the staircases, as well as Red's spawn
-Adjusted and fixed some clipping issues
-Fixed a missing clip brush over one of the Red buildings right outside Blu's first spawn
-Fixed players being able to stand on the fence outside Blu's first spawn
-Shifted the rubble pile near Blu's forward spawn to fix players getting stuck behind it
-Flipped the areas just inside the cathedral door
-Swapped the two ammo packs in the are just inside the cathedral door
-Redesigned Blu's spawn
-Adjusted some lighting in the cathedral sewer area
Just outside Blu's first spawn.
Just outside Blu's first spawn, from a different angle.
A flank route near the cliff into the side of the wall.
Inside the building just outside Blu's spawn.
The upper floor of that building.
Inside the wall surrounding the cathedral and the first control point.
The first control point.
Just inside the cathedral's main entrance.
A different angle.
The hidden stairs flank route to the second control point.
Just inside the hidden Red base.
Another route through the hidden Red base around the room with the final control point.
The second and final control point.
Just outside Red's spawn.
Known bugs:
-Both Red spawn doors share the same name (fixed in A5a)
-Rebuilt the map from the ground up
-Redesigned Blu's spawn and area just outside
-The previously out-of-bounds portion of the cathedral's perimeter wall is now accessible
-Most of it has become a forward spawn for Blu that enables when point A is capped
-A small remaining portion has a staircase from the ground and connects to the rubble pile route
-Added a vent leading from the upper balcony in the outer wall to the right staircase just inside the main door
-Added a balcony to the right side of the cathedral near point A
-Reworked the routes between points A and B
-Added a large hidden staircase that provides access to the room that was previously connected to the vent system; staircase is revealed after first CP is capped
-The vent is now a one-way path that links to Red spawn from the sewer
-The sewer now has two paths out, one on each side, both leading to the main entrance room above; the one that leads to the Red shortcut is closed until the first CP is capped, the other one has the hidden staircase
-The stage has been removed and the hallway leading to the stage have been shrunken and reworked
-There are now three staircases that connect the final CP room to the cafeteria; the two near Red's spawn are connected to Red's spawn, the other is on the opposite side
-Raised Blu's respawn time to account for the new Blu forward spawn
-Lowered the roof around the outer edges of the final CP room
Just outside Blu's spawn.
Outside Blu's spawn, from a different angle.
The lower floor of the Red building just outside Blu's spawn, facing Red's side.
The upper floor of that same building, facing Blu's side.
The flank along the cliff to inside the cathedral wall.
Inside the wall surrounding the cathedral, facing the first point.
-Adjusted the B decal in Red spawn to be positioned directly over the door
-Fixed visible nodraw in the hallway (Blu left) after the cathedral entrance
-Made the sewer caps nonsolid to prevent player clipping
-Added cubemaps
-Replaced the Blu B overlay over the doorway after the first CP with a frontline overlay
-Slightly adjusted the point B spectator cam to aim lower
-Added and adjusted some clipping
-Clipped the awnings over Blu spawn
-Players can now smoothly special jump up the ladder near the dropdown hatch
-Raised the balcony in the outer wall near the first point
-Replaced Red's small right spawn exit with a hallway connecting the area outside Red's spawn to the stairwell
-Slightly moved Red's resupply locker
-Shifted the large room with the last CP down, resulting in a higher roof
-Redesigned the staircase that connects with Red's spawn
-Rebuilt the staircases descending from the trapdoor over the last point
-Added a small health pack to the side room near last with the ladder
-Red's spawn and the area directly outside now has 2 levels
-Made the top of the staircase in the mid connector (Red's left, Blu's right) larger and widened the gap in the railings
-Replaced the clip brushes on the final point staircases with blockbullets
-Slightly increased time to cap on last
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