Eureka Mine

Multi Stage Eureka Mine b3f

This version aims to be the final release of this map barring bug fixes and small optimization improvements.
I think gameplay and aesthetics are essentially done at this point.
This version improves on the previous one with:
  • Improved lighting, including -staticproppolys argument which I couldn't get to work last time.
  • Completed artpass.
  • Small optimization improvements with more occluding and hint/skip brushes
  • Slightly improved lightmaps.
  • Seamless electric cable transition from real gameplay space into 3D skybox.

I ran out of t-juncts multiples times when trying to compile this map, it's pretty much bursting at the seams and I don't think I can or should stuff more things into it.
After this I think the next version (if there is one) would be RC1.
Thanks to all the playtesters and helpful people in the tf2maps.net discord/forums!
Merry Christmas everyone, consider this an early gift.

After months of work, I think this version of Eureka Mine is just about done for the aesthetics. The only things remaining are a few gameplay and aesthetic tweaks, optimization and some peripheral additions such as an intro movie and loading menu photos!

This version includes:
  • A seamless 3D skybox! (Thanks Freyja for the guide).
  • Soundscapes.
  • High resolution lightmaps.
  • High resolution cubemaps.
  • LDR and HDR lighting.
  • Improved lighting with expert mode commands.
  • Areaportals and some occluders.
  • Seamless nicely flowing displacements.
  • Final capture point explosion.
Gameplay changes:
  • Added junk prop steps up to the left side of stage 1 area B.
  • Made the stage 2 area B rollback zone slow down the payload cart.
  • Adjustments to size and placement of pickups.

I think I'll take a break for a bit. But, I think this will be ready for a release candidate version by early next year! Thanks everyone.