Down Under

Multi Stage Down Under b19

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
-fixed seams
-fixed busted logic so stage 2 actually works
-clipping
-optimization
-minor detailing stuff
-fixed messed up window in red first spawn in stage 1
STAGE 1
-added more resupply lockers to blu spawn
-fixed seams
-blocked off top of open container
-lowered A prop collision to help with going under the A bridge
-added ignite_arrows to the grill
-expanded one way door high ground
-adjusted cover at B
-pushed B forward in hopes of making it easier to cap

STAGE 2
-added wooden path at B
-moved door to red upper area at B

STAGE 3
-fixed some dark lighting
-fixed some weird lighting
-removed red high ground health and ammo at last
-checked jump pad at last to see if it was broke
-fixed some seams
OVERALL
-clipping fixes
-probably other stuff I don't remember

STAGE 1
-improved lighting in blu spawn
-adjusted textures to give blu more of a presence
-enlarged tunnel by last
-seam fixes
-tried to make the land bridge look more natural

STAGE 2
-adjusted low route by A under overhang to push blu together more in one spot in an attempt to make A holdable
-blocked sightlines and closed in areas at B to try and make it easier for red to hold

STAGE 3
-closed off upper roll up door path to A
-adjusted some health and ammo locations
-closed door at B till B is capped
-adjusted route to red high-ground to B to try and help red use it and hold B more
STAGE 1
-raised land bridge
-adjusted health and ammo placement throughout
-moved light by A to make more space under the bridge
-raised containers
-added cover under land bridge
-added cover between blu spawn and land bridge far route
-detailing
-added jump path to the top of fence between blu spawn and A
-seam fixes
-turned useless behind the fence path into some blu highground heading to A

STAGE 2
-adjusted angled high ground by A to be an overhang
-moved door leading to that area from the building it's connected to to below overhang
-adjusted path inside that building slightly
-adjusted health and ammo placements
-fixed seams

STAGE 3
-changed detailing of cave ceiling above A
-fixed vent for red to B not shutting off when B is capped
-added signs to the red high ground at B for better direction
-shrunk elevator at last

OVERALL
-probably some other stuff I forgot, I got a mind like a sieve