B14
Change log:
Game Play:
-Redesigned left attack route to no longer go lower down to a stair case, but instead to be a flat platform that goes from crane house to the roof. This platform raises up in height and slightly juts out at the top for scouts.
-Health kit and ammo kit under patio are moved to the side of the platform. The kits have been moved closer to attackers.
-Shed on point has had the wall closest to the point reduced in size. this is to reduce cover for those who hid inside. A new staircase was built in it's place to make it easier to get to point from inside.
-Towers have been changed to have ramps that go around from right to pointing towards the opposing roof. This is to replace the box jump scouts once had; it ended up being clunky and requiring multiple jumps to use it properly. So the new version should better benefit those who want height from the tower.
-Blocker that use to be in between crane house and saw house has been removed and the sky box was raised in the area as well. This should make it easier to launch on to the point from left side while still stopping the defenders from utilizing it as bomb method. It most likely still will be used that way, but the sky box drops quickly making it unlikely to be a high bomb.
-Blocker in between saw house and garage has been removed.
-The previous crouch jump to jump that was in the mid transition to left transition has been removed. It has been replaced by a ramp that steadily gets higher to a simple jump at the top. This will make rotations hopefully easier while I come up with a better less ugly solution.
-Raised terrain in valley and up to mid. This is to make it easy to tap jump into saw house from mid without needing to take the previous long route. The stairs are no longer required to get into saw house. Getting on to porch in valley is also just a tap jump. This has also reduced the height difference between roof and valley.
-Raised terrain were patio used to be to better meet the new platform.
-Changed angled ramp where right transition exits in to the backyard. The angle is now a rough 30 degrees instead of 45.
Building Redesigns:
-Saw house, crane house, closet house, and valley building have had their brushwork completely redone in order to reduce total amount of textures on screen. This means that a lot of brushwork was simplified.
-Closet house got its finalized detail work.
-Closet house now only has one window.
-Valley building got its finalized detail work.
Clipping fixes:
-New clipping was made for the new platform.
-New clipping for crane house to fix what the redesign broke.
-New clipping for closet house to ensure it is up to date with the rest.
Performance fixes:
-Hints have been redone to properly cut visleafs where people can't see them. This should reduce how much is culled in at once.
-The sky box has been redone in multiple areas to help reduce the amount of unused space.
-The sky box runs along multiple building to better stop visleafs from seeing each other.
-Area portals have been placed in between valley and saw, and in between saw and crane house. This will even further help with culling out what can't be seen.
-Large amounts of brush entities were converted to func_illusory. This is because they did not need to have clipping to them.
Minor changes:
-Removed sheet metal prop in blu saw house for brushwork that better represents the ramp.
-Redid some displacements.
-Red side spawn has new props and a change in saw design.
-Blu lost a lot of trees.
-Changed props on blu side to better fit the atmosphere of their side.
-Changed lighting on blu side to better fit the atmosphere of their side.
-Changed a large amount of textures on blu side to better fit the atmosphere of their side.
-Removed a large amount of random unseen textures.