Down Under

Multi Stage Down Under b21a

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OVERALL
-detailing
-lighting adjustments

STAGE 1:
-fixed some lighting bugs
-fixed some cart floating nodes

STAGE 2:
-respawn adjustments for both teams

STAGE 3:
-fog adjustment
-uploaded bsp this time
-fixed stage 3 crash (I hope)
Overall:
-detailing
-seam fixes
-clipping adjustments
-lighting changes

Stage 1:
-what?

Stage 2:
- changed last to try and not be as much of a nightmare to cap
-adjusted track between first rollback zone and A to give players more room around the cart
-removed weird drop down shortcut from A to B
-added different less weird shortcut door from blu spawn past A to B

Stage 3:
-changed last to try to be easier to cap
-adjusted path_track nodes
OVERALL
-optimization

STAGE 2
-re-added rock above fence at last
-made underwater route even more obvious
OVERALL
-incorporated fixes for MN_'s feedback
-incorporated changes to address MM1011's feedback
-adjusted some path_track heights to help some areas with the floating cart

STAGE 1
-clipping and exploit fixes

STAGE 2
-adjusted geometry at A to make it easier to hold
-adjusted geometry at B to give more space and try to make it easier to capture
-closed mining elevator at B so red team can't hide in there for defense
-added arrow pointing to underwater tunnel at B
-added one way drop down in building between A and B that is only accessible after A is capped
-moved health and ammo directly outside B cave

STAGE 3
-shortened overall distances between B and Final
-adjusted geometry to fit new length
-changed routes to upper area by B
-moved flank route to area right before Final lift to try and stop red from using it to flank blu
-increased red respawn time when B is capped from 6 to 8 seconds
-Optimization Pass
-Minor Detail changes
-Minor lighting changes
-detailing
-full new lighting pass done by the legendary Freyja
-like, a lot of little things and some medium things I don't remember them all but you'll know when you see it maybe
OVERALL
-clipping fixes
-added skybox
-lighting
-detailing

STAGE 1
-made end of track more obvious

STAGE 2
-somethin probably

STAGE 3
-fixed ammo/healthkit model not packing
Overall
-Lighting changes
-Fog changes
-Detail changes (mostly foliage and rocks)

STAGE 1
-changed 1 way door to be less awkward
-adjusted geometry around last to fit new 1 way door and attempt to be more interesting
-added opening and closing doors to adjust access to a left route to last for blu

STAGE 2
-moved around some cover and paths in the cave at last

STAGE 3
-detail changes
-removed lower staircase from red final spawn to last
-removed closing door from lower red final spawn
-lighting adjustments
-cover adjustments right before last