Emerge, pt. 2

Emerge, pt. 2 rc2

* Actually packed custom content
* Fixed "prop with no vphysics" error spam
* Fixed various unintended perch points
* BLU's team wins are now counted on round win, rather than point capture
* Minor visual tweaks
* Clipping improvements
* Fixed the map having no LDR lighting
* Fixed players being able to stand and build in places they shouldn't (thanks to Boonie for reporting them)
* added rollback to the final cap point
* redid the pickup patches to be more clear
* did some minor detail tweaks
* fixed some dodgy clipping
* replaced the rocket in RED spawn with Freyja's "Soyuz-Style rocket" model
* sadness
* added briefing photos
General:
* fixed some dodgy lighting

Point B:
* lowered BLU team's respawn time by 1 second after capturing B
* fixed a railing that was solid

Point C:
* fixed the metal barrier having no collision (no idea how I missed that lol)
General:
* included a snow overlay (snowverlay) from the Frontline pack to make the snow more flush with the ground
* fixed a couple handrails having no clipping
* fixed some misplaced props/brushes/textures
* manually clipped some props that have really bad collision meshes
* fixed dodgy lighting on some props
* other general clipping improvements
* small detail changes

BLU Forward Spawn 1:
* modified detailing to be more BLU-oriented
* fixed spawndoors closing if someone is standing in the trigger when the spawn is disabled (for real this time!)

Point B:
* fixed floating cart in the connector between A and B

???
* ???
General:
* full artpass whee
* changed environment lighting and skybox to something more fitting
* increased both teams' overall spawntimes by 1 second

BLU Spawn:
* reduced the size of the wall between the spawn points and the exits to make it easier to exit spawn

BLU Forward Spawn #1:
* added a second resupply locker

Point B:
* adjusted clipping on the metal pipe going over the point - people can once again stand on it, plus the supports are now clipped better

Point C:
* added a full healthkit on the wooden plank *twiddles moustache*

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pl_emerge_a18

General:
* increased RED's initial spawn time from 6s to 7s
* improved clipping
* added a couple signs since one or two people still tend to get a little confused where to go at times
* added some areaportals to hopefully improve framerates

BLU Spawn:
* started basic artpass

Point A:
* pushed the doorway at the bottom of the ramp forward to make it less spammable
* also made said doorway wider
* added health and ammo to the long flank route

Point B:
* expanded the cart route between Point A and Point B to hopefully make it less spammy and crazy

Point C:
* added some cover to the hallway leading to C

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General:
* reduced starting map time from 4m 30s to 3m
* reduced max round time from 10m to 6m
* adjusted spawn times to give RED a bit more of an advantage
* added some more signs around the place

Point A:
* fixed players being able to block the cart from under the bridge

Point B:
* remade BLU's second forward spawn
* made another route bypassing the Corridor of Death

Point C:
* added a health and ammo kit for defenders
* put some more railings around the deathpit at C to (hopefully) stop people from accidentally jumping in
* fixed players being unable to build stuff on the wooden stairs that get destroyed in the cart explosion
* I had a changelog for this but I don't know where it's gone

* all I can remember is that I deleted and remade RED spawn again, and lowered RED's respawn times from 10s to 8s when the first point is captured, and then to 7s when the second is captured
General:
* improved clipping, optimisation and lighting
* some misc detailing changes
* aligned all the misaligned func_respawnroomvisualiser entities

BLU spawnyard:
* made BLU spawn a little less tight

Point A:
* increased RED's respawn time from 9s to 10s
* improved clipping on the bucket elevator by the upper building
* the doors that close off the upper building are now rotating doors rather than shutter doors, cos I figured that'd make more sense

Point B:
* blocked off the entrance to the building between A and B and added another exit elsewhere that should hopefully be harder for RED to flank while also making it harder for BLU to completely wreck a defence if RED isn't paying attention

Point C:
* reworked RED spawn a bit
* reduced RED's respawn time from 9s to 7s
* removed rollback from before the capture zone since I think the thinner PL hud looks nicer
* reduced blast radius of the cart explosion