Crosstalk

Crosstalk RC1a

A small update to fix some personal gripes with the map

- Adjusted clipping around mid
- Fixed a number of lighting issues
- Further optimized the map
- Compiled with HDR
Here we are.

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Thanks y'all <3
The smoothing update 2!

The computer room has been given a second detail pass, completely changing the area's mood
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The dish is now dishplacements
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Smaller changes include

- Small detail changes all around
- Adjusted lighting
The Round Update

The dish and nipple point now have twice as many polys. Smooth!
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Rounded the corner of this building for a more varied silhouette
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Added some architecture out of bounds to strengthen the silhouettes around the map
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Inside the newly curved structure
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Smaller changes include

- adjusted clipping
- changed texture scaling at mid
- added miscellaneous props all around the map
- broke the coffee machine (it was greg)
Polish fixes

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Smaller changes include

- minor clipping fixes
- adjusted some packs
- did a heavy optimization pass
- some extra detail here and there
The outdoors sections of the map have gotten a massive detail overhaul

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Smaller changes include

- adjusted clipping all around the map
- minor lighting tweaks
- changed soundscapes
- added wind
I'm a real boy!

Crosstalk has been opened up to the sky. A 3D skybox has been added, and a few extra details (and secrets) have been littered about.

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B1! This is the ""first"" beta I've ever released, so lets hope nothing explodes.

I've done a massive detailing pass of the map. Mid is one of the very few areas barely touched by significant visual change.

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Not a single dev texture exists in the map anymore. They've all been replaced with shiny new real textures
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Every indoors area was overhauled visually.
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The deepest parts of the teams' bases are decked out with a classic spytech aesthetic.
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The indoors areas are clean, concise, and have fancy ass waxed floors.
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The rooms closer to mid are cold and metal.
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Many ceilings were expanded. This also allows rocket jumping to play a bigger role indoors!
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Not a part of the map is exempt from extra detailing.
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Each area is visually distinct from the last.
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The vents are dusty, dirty, and horrible.
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Frogs?
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Map overview
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The printing room... dun dun duuuunnn!


Smaller changes include:

- nothing heh
- no change was a small one
Literally little update

Made spawn stand out more
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Changed the window texture to be far less ugly
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Added gaps in the railings to prevent fall damage
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Smaller changes

Adjusted clipping
Added computer sounds
Added Yeehaw
Fixed an issue where engineers could build before the round begins
Added friends
Little fixes, big fixes.

Nudged spawn over to discourage teams from stacking one route
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The main door now opens upon round start instead of when the point is unlocked
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Made the garage area larger to allow more breathing room; added a prop jump
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Nerfed the side buildings, replaced the health pack inside it with a small ammo
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Smaller changes

- adjusted clipping around mid
- added just a little guy