Downfall

Downfall b1

  • textured almost everything except for some spawns
  • general detailing in most places (out of bounds detailing is for much later)
  • some more changes to the starting area, benefitting BLU team
  • first capture point has been moved back a bit
  • the bridge at the choke before B has been removed, with some geometry changes to prevent sightlines
  • changes to the highground route at the choke
  • removed a doorway near this choke, instead added a window to help spam out defenders congregating at the highground house
  • BLU forward spawn has been moved
  • added a connector that connects the last choke to the side flank / ramp, which should hopefully benefit both teams with rotating and prevent turtling / """stalemating"""
  • geometry of lower last has been modified slightly, no more cliff deathpit, and the ramp from upper to lower has been replaced with a shack thing
  • added a highground route to last, connected to the upper route at the choke
why do they call it hotfix when you of in the clipping brush of out fix clip the brush
  • new area for defenders on last
  • opened up the choke before last to compensate
  • slight changes to the first area
  • more detailing
  • more small changes in general
  • fixed some clipping
  • deer have arrived
  • increased height of the upper BLU spawn exit
  • adding a sliding door that slides after capping A, to improve flow from exiting BLU upper spawn
  • added another route to the large building after A, as well as increasing the space of the side flank
  • slight cover changes at B
  • improved the spaciousness of the building after B
  • the bridge from said building to the last flank has collapsed due to insufficient structural support
  • "interesting" new highground at last
  • flipped the orientation of the shed at RED's lower spawn

other things too!
  • added a route at first from the center building to the side flank, closed off the furthest exit
  • added a small rollback at first
  • added a highground route right before B, to allow BLU access to the bridge. the crate has been removed, with the dividing building made thinner as compensation.
  • flattened the area at B, where RED spawns
  • slight changes to the area before last, attempted to choke up / limit sightlines without hindering movement

and remember, shooting tails does damage. oh, and sentry guns only do damage when they are not destroyed.
- increased the width of the elevator, as well as changes to the speed and rollback
- this new elevator uses slightly modified logic which i hope doesnt break!
  • slight layout changes to last, side flank is now split into two levels
  • removed the wall on BLU side cubby at the last choke, generally opened up that area
  • added a rollback and turntable right in the house after A, with the intent to give RED more setup time at B
  • some changes to the starting area, specifically the connectors. the dividing building highground is now only available via jump classes or entering the building from below
  • more detailing

very sleepy so i might have forgotten stuff. we will see.

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smoothed out some areas and added slight detailing to last

also added mothsona(s)
fixed an egregious clipping error
just some clipping! (other small thing too but dw)
nothing big this time since the previous version played pretty well
  • the elevator's speed has been reduced, effect of stacking players slightly reduced
  • modified the routing from BLU first spawn area to first point, lowground route has been turned into a staircase to equal ground near the payload track
  • removed red side staircase to a building
  • modified B's choke to convert the building across the path into a walkable platform
  • added a window area to the choke at last to help persuade gamers into pushing/retreating
  • added a route next to the last choke that goes into the underground flank

changes to last were to generally help with BLU pushing into last, but reduce the chances of BLU completely rolling the elevator section