Cutbank

Cutbank FINAL

FINAL Version is here!

No major changes, just some fixes and more visual polish to finally finish the map.
  • Added a new texture for the ground of the caves.
  • Optimized the power of some displacements.
  • Made slight changes to the skybox.
  • Improved the blending between the grass ground inside and outside of the playable area.
  • Further polished the look of the rock displacements.
  • Fixed the spawn times for blue while losing.
  • Added some details.
  • Optimized the lightmaps a bit more.
  • Added occluders.
  • Fixed some areaportal windows fading in to early.
  • Reduced the intensity of the color correction.
  • Fixed some gaps in the geometry up.
  • Tuned some weird looking spots in the caves.
  • Adjusted the HDR Exposure and Bloom.
  • Made further optimizations.
  • Added Ropes.
  • Changed some materials and details.
  • Fixed some spots where people could get stuck after teleporting.
  • Made the capture area slightly smaller.
  • Made some adjustments to the respawn timer for defenders.
  • Color correction has been redone.
  • Changed lighting to improve visibility.
Release Candidate 1 is here!
  • Gave the map some finishing details.
  • Added HDR lighting.
  • Added color correction.
  • Improved clipping across the board.
  • Added an easteregg.
  • Introduced proper optimisation (hints, areaportals, nodraws and prop fading).
  • Tweaked lighting for better visibility.
  • Updated the map with the current progress of the artpass, especially around both spawnrooms.
  • Redid the lighting and added props, point_spotlights and env_sprites for the redone light sources.
  • Added the current progress of the art pass, with work mostly done around mid.
  • Added soundscapes and other sound entities.
  • Added some particle systems.
  • Added 3D Skybox.
  • Added Fog.
  • Widened the entrences to top area.
  • Gave the dropdown from top to mid less of a view into the point.
  • Made some fences less long.
  • Extended the capture area to bottom.
  • Moved the barrels from bottom to top.
  • Reworked the roof dropdown.
  • Made the entrances to mid from the bottom path less open.
  • Added the first pass of detailing.
  • Tuned the blockbullets under the containers.
  • Tweaked the pickups once again.
  • Turned the cliffs into displacements.
  • Cliping has been redone.
  • Added some space outside of the playable area, resulting in the map name actually making sense.