Finally releasing Dryfield on the workshop as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=3462326252&tscn=1744460947
- Gameplay adjustements:
-- Removed the vent flank.
Feedbacks pointed that there was too many opportunities to flank. Removing this one make the flank more focused aroung the comtrol point area.
-- Reduced a bit the number of pickups (mostly small healthkits).
There is too many pack of pickups around the map. While I didn;t touched what I think are the more important, I reduced the ammount of small healthkits (leaving ammo in place) since it was too easy for a scout to just run for gas around the map.
-- Adjusted some props to facilitate navigation (according Rrc1 feedbacks)
There was too many not super usefull wooden railings that were a bit troublesome to bypass.
-- Adjusted respawn time. Made the cap team longer (from 8 to 10) and the attacking team shorter (from 4 to 3)
I'm a bit afraid that it is very difficult for the attacking team to take back the point without heavy coordination since the defending has the high ground and lot of cover. Adjusting the spawn time makes every kills for the attackers more significant and would let them have better chance of taking back the point.
-- Added glass window in the bridge corridor so attackers could have a glimpse of who is waiting for them.
It was too easy for demo and others to keep this doorframe so making a small view to have information is a plus for the attackers.
- Some visual updates
- Finished the sounscapes
- Asjusted 2D and 3D skybox
- Fixed respawn room visualizer flickering
- Some clipping
- Some prop combine (gutters mostly)
- Reduced bloom a little