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-- 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
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
Wave 6
Skullcutters have become infinite support
Nerfed the scout support
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