Chateau 2023-03-07

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
This version should fix all of the red forward spawn routing issues and spice up the C gameplay quite a bit. C should also be a lot easier to understand at a glance. The entire plank section at B has been removed and replaced with a set of upward B esque rolling hills. (Thanks Diva Dan)

Work in progress world textures have also been added with some in progress blending. No sculpting yet as I wanted to keep everything relatively the same to test the new B and C changes.

-fixed spawn door splashin water all over the damn place
-removed lip on lower route in A to B flank so red doesnt have any cover

-plank area replaced with set of rolling hills
-reworked red forward spawn to have two exits and provide better direction

-redesigned and simplified outside
-removed outdoor side flank to basement
-added a red side ramp to attic
-removed black one way windows and one way door on flank
-added floor window in attic
-flattened red sentry spot area next to main
-added small plank path up to winder just under C sign

-chandelier is now a spytech super computer


All terrain and hoodoos are now displacements.

-lowered some terrain outside red first spawn to make dropdown to A more noticeable
-hid the balcony route in blu spawn to avoid people thinking its an exit
-A to B choke blu flank is a large tunnel wide ramp rather than small switchback
Quick fix for some stuff I missed in x3

-lit up the dark spots at C
-removed confusing arrow signs at red forward
-removed duplicate invisible brush in front of red forward
-widened chandelier fins for easier sentry placement
This version adds a rollback zone at final and hopefully makes C play better via some small redesigns. My original intention was to have a decent rollback zone at final but I completely forgot to add it whoops lol.

-redesigned red approach to C
-added new walkable area outside above deathpit at C
-moved C checkpoint closer to red spawn
-made entire kidney at final a rollback zone
-added plank path from main to chandelier for more red access
-fixed blu first forward stair props being non solid
-fixed grate texture allowing explosions through
-added some signs near red forward spawn

Pics of new stuff

Quick hotfix for some dumb first version stuff and a small time give on cap increase.

-Increased time given on cap of A and C by one minute
-added missing deathpit trigger below C
-fixed wonky plank doorway in B cliffside building
-fixed blocked stairs in red shortcut to C
-fixed prop errors at first blu forward spawn