Dockyard

Dockyard RC7navfix

-- Beta 3 --

  • General lighting changes around the map
    • Env lighting touches to make shadows less potent in the map
    • Lighting up interiors and the Grinder area a bit
  • Minor visual touches in the 3D Skybox and Gate areas
  • Sprinkled some detailing in the hatch area
  • Compiled with better lighting settings than last time
  • Said goodbye to an old friend again (It ran its course)
    • The floating container floated off after losing the weight that held it there for this long :cool:
Mission Changes

Normal

  • Replaced Giant Blast Soldier on Wave 5 with another set of Giant Heavy and QF medics

Special Thanks go to Tumbolisu for pointing out that nodraw.net exists (maybe I might finally begin to get a grasp on this lighting business)
--Beta 2--

General Changes:
  • Removed the dumptruck in A to get rid of a chokepoint
  • Switched Sniper's van with something that isn't fucking huge filesize-wise
  • Switched to Well's Skybox
  • Added 3D Skybox
  • Tried to improve clipping in some places
Surprise, I'm not dead! Just mostly.

--Beta 1--

Map changes:
  • A bunch of geometry changes for the hatch and gate area
  • Fixed a case where A's sidespawn won't stop spewing sparks if the wave ends before the fence fully opens
  • Artpassed the map a bit
  • Axed off an entirely unnecessary area near the base
  • Moved Engineer-bot hints around a bit to stop them falling off things while beating up their sentries
  • Returned an old friend, as a special thanks for map testers
Mission changes:

Normal
  • The Bowmen on Wave 3 are no longer Support 1
  • Fastened the spawn rates of the Soldiers on Wave 1 a bit again
Advanced1
  • Slowed down and reduced the amount of Conch+Heavy combo on Wave 2
  • Gave all Tanks more health
  • Added more health to the Heal-on-Hit Heavy on Wave 4 (from 6000 to 12000)
  • Replaced the FaN Giants on Wave 5 with Giant Stunner Soldier GateBots
  • Replaced the Giant Heavy's Giant Medics with non-popping Giant Medics on Wave 6
Map changes
  • Fixed a case where a Tank can cause the alarm to keep playing after it is captured
  • Geometry changes near the hatch and Gate area
  • Removed a health kit from the front
  • Removed a playerclip from a spot that wasn't even supposed to be clipped
  • Replaced the security fence at the left-side front
  • Said goodbye to an old friend
  • Added a door on the front Upgrade Station
Mission changes:

Normal
  • Tweaked wavespawns on W1 a bit, so it isn't as slow as it was
  • Tweaked Wave 2's bots a bit
  • Tweaked waves 4-6 so they're not as over-the-top anymore
Advanced1

Wave 1
  • Steel Gauntlets on Wave 1 are not gatebots anymore
  • Swapped the Charged Soldier's Quick-Fix Medic to an Uber Medic
Wave 2
  • Swapped the Bazooka Soldier's Banner Soldier to an Uber Medic
  • Snuck in a Tank for Wave 2
  • The Conch-Heavy combo are both gatebots now
Wave 3
  • Cut down 2 pairs of the Crit-Battalion squad
  • The Giant Heavy-Medic duo gets some friends a bit earlier

Wave 4
  • Fixed Wave 4 being unable to end because of bad copypasting
  • Changed the way the Charged Soldiers come out
  • Snipped projectile speed bonus from the Cluster Bomb Chief
  • Milk Scouts now slow everyone they hit
  • The Heal-on-Kill Heavy is not a gatebot anymore, also became Heal-on-Hit
Wave 5
  • Remade Wave 5 entirely
Wave 6
  • Skullcutters have become infinite support
  • Nerfed the scout support

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