Drypine

Drypine RC1

- Increased detailing across the whole map
- Refined 3D skybox
- Reduced fog density
- Improved visleaves, prop fades and introduce a few occluders to improve performance
- Clipping improvements
- New observer cameras
- Menu photos added
- A whole slew adjustments, I improve map a lot :) its better now, just take my word for it

And it's done. It's May 1st in Australia already, deadline is here and I'm happy that despite carpal tunnel and work, I was able to get it done. I hope people enjoy it and there will be slight adjustments over time but for now, it's done.

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drypine overview.jpg
- Mapwide propfade pass
- Adjusted 3D skybox
- Minor pickup balancing

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- Out of bounds detailing
- 3D Skybox
- New skybox and lighting!
- Increased detail on last + adjusted last point geo
- Fixed last Red spawn
- Perf may be bad, map needs occluders and aggressive prop fade pass lol
- Slight pickup balance

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Beta 1 is here! Artpass of all inbound areas, with work still to do, but its pretty enough to work!

- Initial artpass of all inbound areas
- Some minor out of bounds area detailing
- Widened lower cubby on A
- Adjust the lobby room of A>B connector to be outside :)
- Lighting, soundscape, areaportal and clipping pass across the whole map
- 2 secrets :)

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- Closed lower tunnel to A again
- Added ramp on outside of A to A point balcony
- Removed door prop from inside Blu spawn as the sightline that necessitated it no longer exists
- Adjusted clipping to the A point roof
- Removed clipping from 2 low roofs, one on B and another on C. They are currently buildable, will test if overpowered
- Added hazard tape to the one way side of train gates to help telegraph their openability
- Added clipping to many doorways to improve movement
- Gave a pass of directional arrows
- Lowered Red's respawn time for B and C just a little
- Readded bothints for each point
- Fixed 2 visleaf errors on last caused by the angled brushwork terrain


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- Reopened the lower A flank for a quick test
- Extended one end of A point balcony to be strafe jumped to from nearby crate
- Added 2 new ammo pickups near B and B>C connector
- Adjusted B>C connector, one of the B point doors now leads upstairs instead of around to the other door and downstairs. Ideally this means people will be able to use upstairs of connector far more!
- Opened clipping of cliff outside B>C connector so sticky/rocket jumps around the cliff are now possible!
- Removed one of the fences near train exit, might be good for cover but I gotta stop players from getting stuck in it, will think about it
- Honestly quite happy with the state of things. Will see how the lower flank and staircase change play and eval if beta ready!

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- Fixed clipping around C hut
- Redesigned right side stairwell into C highground
- Last test felt really good! :)

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- Rebalanced Respawn Wave times
- Removed first blu forward spawn, back to the old way
- Red keep forward spawn for 20 seconds after A cap to help set up on B, then its locked and players inside are TP'd to last spawn
- Changed B>C's trainline doorway to be exit only before B is capped, to prevent long flanks by attackers
- Revamped C, moving the point tower by the trainline and connecting it to the highground it once stood on, which now houses a small shed for an engie nest - cover has been given a go over as well as pickup balance in the area
- Additional clipping changes

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- Trying some drastic changes just to see how well they work
- Removed lower A point flank, replaced with staircase
- Rebuilt upstairs of A>B connector to be simpler
- Changed geo of B point to be simpler and more accessible to Blu
- Adjusted respawn wave timers and point cap times

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- Fixed the one tree in gameplay space from being stood atop
- Closed the lower flank A doorway into A>B connector, it was a fun test but the new forward spawn made it kinda useless
- Opened and simplified the main hall of A>B connector to hopefully make it feel less confusing/hallway like (its just 3 rooms)
- Adjusted mid train gates to be closer towards B, added open triggers to both gates before B is capped
- Added new entrance to B>C connector along train track, replacing the old B>C internal staircase between levels with a newer area
- Removed the cliffside boxjump into B>C connector, replace with the old ramp it had in previous versions
- Made the rock-to-roof jump on C a little harder for defenders to do
- Adjusted Respawn Wave times a tiny bit :)
- Adjusted Clipping

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