third point changes

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- added a platform on tower to give red a little bit more high ground
- improved lighting on third

last changes

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- better lit the platform in front of the spawn windows
- decorated the spawn building
- moved the radio tower to a position where it would not physically collapse a roof if it were there (oops)

minor changes

upload_2021-6-28_22-20-56.png

- slightly decorated 2 of red's spawns
- raised skyboxes across the map. hopefully should help to make the distance between the ground and the skybox more similar on every point

notes

- accidentally made second render when standing in first and vice versa, not sure how or how to fix it so i'll have to take a look at that
stairs

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- added stairs by the shack on last
last point updates

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- added a shack right side of last to give red some high ground. should hopefully make it easier to defend

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- raised the fence on tracks to stop snipers from having a sighline into/from second
minor changes

- shortened the fence going into house
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- added areaportals to the entrances to cave again
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- raised the exit from the dropdown to stop people from taking fall damage going through it
upload_2021-6-23_7-45-22.png
finally in a position where i am happy to submit this map for comp testing

revamped second

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- moved the sign rock facing house to the left to block a new sightline i created lol
- swapped the positions of the little door hut and the crate to satellite
- added a hole leading to cave behind satellite, should give red more immediate access to cave
- opened up more space in cave to stop demomen from assfucking it
- moved the fence blocking the sightline to blu forward spawn
- improved lighting in some places

minor changes

- fixed soundscapes around the new doorway on IT
figured i should get back to this after my little break from it. thanks to b4nny for taking a look at this map, most of these are per his suggestion
- overtime is now working! also works in stopwatch mode

upload_2021-6-19_16-34-30.png

- converted IT to a new exit from first, hopefully should give red more options when they're fleeing

upload_2021-6-19_16-35-32.png

- added more space for red to stand on last
- widened the doorway to the right side so that red can more easily enter and exit the room
- decreased the respawn time for red on last
- not fully implemented but i got a basic version in there
- i will refine it and get a5a out
upload_2021-3-17_11-58-59.png

- added some basic logic to be the foundation for overtime
- OVERTIME DOES NOT WORK YET! if anybody could help me out i would greatly appreciate it and credit you on the dl page

- removed the dispenser from the cart to discourage people from sitting near it for extended periods of time

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- added a rock to first to stop people from watching east from any position

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- extended the fence next to I.T.

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- imprisoned generator in the generator room to improve geometry

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- added some more signeage to show red where to go

to do:
- FULLY IMPLEMENT OVERTIME
- for some reason overtime just doesn't work on this map. i have some logic_relays and logic_compares as a baseline but it still doesn't work. need to research this.
- make the distance between A and B longer
- stop people from taking A and then immediately taking B after
- once this is done i will add a third entrance to the lobby between A and B

Attachments

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- fixed red's forward spawn