Despair Heights

Despair Heights rc0c_w

The .bsp was directly grabbed from the workshop subscription, this should not cause duplicate map errors (I hope)

- Improved detailing
- Improved optimization
- Reduced the volume of the lights turning on and off
- Added menu photos
- Fixed the rain going through the glass in blue spawn
- Fixed a random set of dust particles being in red spawn
This map will remain at rc0 indefinitely.
I have yet to add one of the main things I wanted to do with the map, and that is adding its story
I have the story pretty much figured out, but I simply do not have the skills required to properly implement it
I hope I can one day return to this map and finally push it to rc1

- Improved optimization
- Added a bit of height variation inside the curved buildings
- Increased and improved detailing
- Adjusted detailing in blue spawn to make it harder to confuse the normal lockers as resupply lockers
- Other minor changes
- Increased and improved detailing all across the map
- Added a lit barrel on the high ground area at mid
- Added tons of ambient sounds
- Improved optimzation
- Increased cubemap resolution from 32x32 to 128x128
- Clipping fixes
- Disabled dynamic shadows on the pillar at mid
- Other minor changes
- No more mogus
- Improved optimization
- Slightly increased detailing
- Added an env_sun
- Fixed the capture zones behaving weirdly
- Fixed *most* instances where there were puddles on top of puddles
- Slightly reduced reflectivity on most textures
- Changed the bumpmap on the rock texture to be a lot less aggressive
- Fixed a block light causing unintended effects
- Generally cleaned up the detailing
- Adjusted water fog
- Clipping fixes
- Other minor changes
- The map is now almost fully asymmetrically detailed
- Improved optimization
- Changed some textures at mid
- Adjusted covers around mid; people that are standing on the ledges above the point are now more exposed
- Adjusted some of the walkable areas above the point; They are harder to reach as some classes now
- Fixed the death pits not killing you in certain places
- Adjusted cubemaps
- Slightly reduced the reflectivity of the cracked concrete texture
- Clipping fixes
- Other minor changes
- Extended a small part of the capture zone up to the catwalk above the point
- Increased the amount of asymmetrical detailing
- Fixed stickies not sticking to the pillar at mid
- Scaled up some of the water textures
- Clipping fixes
- Heavily increased detailing in the 3d skybox
- Added a small cylinder cover at mid with a small high ground advantage around it
- Removed the small ammo packs near the crates at mid
- Increased the amount of asymmetrical detailing
- Increased and adjusted the detailing across the map
- Improved optimization
- Dev textures have been eliminated (Amogus excluded)
- Slightly reduced the reflectivity of the mud
- Clipping fixes
- Other minor changes
- Increased the amount of asymmetrical detailing
- Improved optimization
- Made a bunch of detail brushes less thick
- Very slightly increased the size of the capzone
- Improved compile settings
- Added env_sprites
- Adjusted detailing in blu's deathpit
- Very slightly reduced the reflectivity of the black metal at mid
- Clipping fixes
- Other minor changes
- Detailed blu's death pit
- Increased the amount of detailing at mid
- Increased the amount of asymmetrical detailing
- Slightly lowered a wall covering the point
- Adjusted the size of some brush works
- Adjusted some of the lighting
- Texture adjustments
- Clipping fixes
- Other minor changes