• replaced placeholder patches with actual ones
  • improved 3d skybox
  • fixed some props being inside of each other
i haven't forgotten about this map, i was just focusing on headquarters more.
  • added a flank route to d
  • added a shortcut near c
  • added more cubemaps
  • optimized prop fade
  • reworked d:
  • - added some boxes that serve as blu high ground
  • - reduced the size of the upper platform
  • vents don't disappear at a distance now (they are low poly already)
  • i did something else, but i forgot
  • when will this map be ready for beta?
  • improved lighting
  • detailed secret exit near d
  • adjusted player clips
  • optimized vertex lighting
  • optimized visportals
  • optimized nodraw
  • improved 3d skybox
  • fixed crane not appearing if you're near a
- fixed broken 3d skybox
  • flank near a is now accessible at any time
  • added another flank route to a
  • added a high ground for blu near b (2 birds with 1 stone, also blocks sightline)
  • added more height variation to b
  • replaced the point c platform brush with a prop
  • increased red respawn time
  • merged respawn room visualizers near d to decrease edict count
  • fixed being able to go inside 3d skybox
  • improved 3d skybox
  • optimized lightmaps
- fixed monitor screens being misalligned
  • replaced the oil crane by Tianes with construction pack crane (it has less polys and lower textures, yet it looks more detailed and fits the environment more)
  • disabled collision on some decorative props
  • decreased subdivision on ropes
  • optimized prop distance fade
closer and closer to beta!
  • improved decoration significantly
  • improved texture work
  • improved 3d skybox
  • replaced box props near a to computers so red can't hide behind them