• No more dev textures
  • Textured the spawns to an ok level
  • Finished custom car model
  • The door leading to Red spawn near B is back to being one-way, and was moved closed to Red spawn
  • The crates that let attackers climb to A are replaced with a big staircase
  • Added visual warning about the death pit
  • The crates that let defenders climb over the pool fence are smoothed out a bit
  • Some prop variation, thinner windows, etc
  • lots of visual updates to Hotel lobby, moved the desk away
  • larger water texture in skybox
  • skybox trees blend better with background
  • closed up both ends of the highroad
  • barbed wire at the top of the smaller building near A
  • some clipping around props
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At this point this is more than just beta1 but yeah.
  • No more grey/placeholder buildings
  • 3D skybox is starting to make sense
  • Various prettier things
pics later
  • Changed respawn wave time for Red on B to 8 secs (from 6)
  • Wall next to B lowered to make it easier for attackers to shoot the strong sentry nest
  • Wall between Hotel lobby and point now has windows to make attacking B less of a blind guess
  • Added a small side door to Hotel lobby
  • Pushed Red spawn away from side path, should be more viable for Blu
  • Improved clipping around props so Spies don't get stuck and Soldiers don't bump their heads on invisible ceilings
  • Added a bit of fog to blend the skybox skyscrapers better with the buildings
  • Added a few more lights between buildings in the darker areas
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Couldn't get v.A3 tested so I started detailing around the Blu spawn. Changed the street lines to white.

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Point A Respawn Wave Time: 8 secs
Point B Respawn Wave Time: 6 secs

I didn't forget clipping this time..

neighbor_a3_01.png neighbor_a3_02.png neighbor_a3_03.png neighbor_a3_04.png neighbor_a3_05.png neighbor_a3_06.png
Scaled down a lot of spaces, less streets, more fights should be happening in buildings. Less dark too.
Blu spawns close to A once it is capped.
This time properly packed and tested.

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