BETA 1 is finally here!

No dilly dallying, here are the notes for it:

GAMEPLAY CHANGES:

Complete rework of the area near the elevator.
  • This was done because it was a largely flat area where cover in the middle was placed awkwardly.
    Now it offers more elevation on top of gameplay variety.
  • Pills have also been added right next to the statue.
Moved the Revolver back into it's original spot:
  • This was done in order to give more space around it, as well as to space the distance between the Revolver and the Nailgun.
Redid the Vent pathway:
  • It is no longer a teleport, remaining more faithful to it's Half Life counterpart.
  • A medium health kit is also tucked away inside it.
Redid the Upstairs Fan Room:
  • Simplified the hallway, as well as making it more clean, both in aesthetics and in gameplay.
  • The medium health kit has also been removed.

Completely redid the Upstairs Rocket room:
  • It's no longer at a funky angle, as well as being a bit more open.

DETAILING CHANGES:
The map has been given a full artpass, simply too much to list here.
(Mapwide Immersion has been increased by 150%)

MISC CHANGES:
Added Cubemaps to the map.
Added a 3d skybox to the map.
Added map lore for when you first load into the map.
Brightened up various areas of the map.
Updated the Snark to leave a decal once it explodes.
Updated the VOX lines to be more consistent with the HL1 ones (Thanks Withered Rose.)
Added one extra VOX line (as a treat.)
Updated various map specific props.
Updated the soundscapes.

BUGFIXES:
Fixed an issue where the Snark could get the player caught in a wall.
Fixed an issue where the player would get caught on some clip brushes.
Fixed an issue where Geiger counter noises wouldn't play when next to radioactive waste.
Fixed an issue where one of the Soundscapes would not update properly when being teleported from the vents.

I might've missed something, but just play it already!
Fixed the custom music not being packed into the map.

As promised, I will now sacrifice myself to the gods on Mount Olympus for missing this.
(Most of this is just detailing and bug fixes.)

Reworked almost everything about how the Snarks work.
  • The Snark now spawns on a timer. (Every 20 seconds after killing it or round start.)
    • The button that used to spawn it has been decommissioned.
  • The Snarks explosion now does more damage, as well as having a slightly larger blast radius.
  • The Snark now has proper animations (Thanks N-congnito), now using it's idle animation when falling down and a running animation when scurrying on the floor.
  • Fixed an issue where the Snark's sounds would play globally.
  • Fixed an issue where the Snark would have infinite health. (You can now kill it prematurely after 3 hits with any weapon.)
  • Added an explosion particle for when it explodes (Thanks VoidLeak.)
Made minor detailing adjustments.
  • The detailing above ground was done by Wendy, while the detailing below ground was done by me.
Fixed an issue where the custom VOX sounds would not play globally.

Fixed an issue where the grate in the downstairs fan room would not sound like you were walking on a metal grate.

Fixed an issue where the Railgun signal lights didn't sync up with the railgun respawning. (Yes, that's what those two red lights outside of the rocket silo represent.)
Fixed an issue where the platforms next to the crit-powerup and one sound were not packed correctly (Thanks insert):
Lowered the Railgun to the main level of the silo and blocked off access to it's original location (Thanks Elliot):
  • Mainly done as another attempt to make people realize the Railgun exists on this map, as well as simplify the layout a bit.
Adjusted the position of the fan-jumppad downstairs.
  • Mainly done to make it more out of the way, not too much to it.
Added working Snarks to the map (Thanks Wendy.):
  • The Snarks (which have been seemingly teleported with bread, causing the two to fuse together) can be spawned from the pipe via a button on the wall. After 10-20 seconds, the Snark will explode, dealing up to 50 damage. They may be cute, but they can still kill yah!
Updated detailing around the map.
  • Multiple rooms upstairs have began being furnished.
  • Vending machines have been turned on and now hum properly.
  • The VOX now periodically gives multiple announcements over the match (Up to 5 differing announcement.)
  • The VOX lines have also been updated to sound closer to how it normally sounds.
  • Reworked the out of bounds parking garage and it's detailing.
  • Improved the out of bounds tram station detailing.
  • Started construction on the Black Mesa Target Range.
  • Updated the lighting in the rocket silo to better indicate which areas are out of bounds.
  • Other minor things I forgot to mention.
(Screenshots will be updated soon.)
Fixed two light textures not being packed, (whoops).
Fixed the platforms next to the Crit Powerup not being packed correctly:

Added minor detail improvements around the map:
  • Corkboard moved slightly.
  • Tram Systems have linked up around the facility.
  • The Black Mesa VOX now notifies people to start fighting.
  • Added an announcement for when the 10th class is found.
As long as there aren't any major gameplay issues with this patch, this might be the last one I put out before detailing the map. Get psyched!
Fixed an issue where map-specific models (and one sound) wasn't packed.

Illuminated one corner.

Small update, but it's better than nothing.
A bit of a smaller update, but here it is.

Added more spawnpoints in the downstairs portion of the map.
  • This was done mainly because a lot of people where either hastily leaving the area or not going down there at all, leading to people getting confused on where the top scoring player got the Railgun.
Brightened minor parts of the map.
  • Mainly done to improve visibility, once again.
Minor detailing improvements across the map.
  • Small capsules of hazardous material has been left out around the facility.
  • Security has been upgraded around the facility.
  • Billboards have been installed around the facility.
  • Certain walls have been painted a new color.
  • Other things I forgot or couldn't bother to mention.
(Hopefully) fixed an issue where one texture would be missing.
  • Nice to see CompilePal actually worked (for the most part).