Exhaust

Exhaust b1b

-fixed an issue in the logic where multiple players dying in the same tick would only count one death, which would sometimes prevent rounds from ending until the point was captured
-fixed some extreme edge-case scenarios where it would refuse to count a death for no apparent reason
b1a update

- Attempted fixes for a number of logic issues that would cause teams to either win too early or become unable to win via elimination - Tiftid
Exhaust is out now on the Steam Workshop! Vote NOW!

b1 update changelog:

- Tiftid has artpassed the map and he's done an amazing job
- He has also created an amazing map thumbnail that we will hopefully use for the workshop :)
a7 update:

The Final days of alpha

- Started some detailing around the back area and cupboards.
- Changed point capture time from 26 seconds to 20 (Hammer value from 13 to 10).
- Control point enable time has been reduced to 40 seconds from 60.
- Simplified the weird geometry leading into the cupboards from spawn, it's now a much gentler slope without weird ups and downs.
- Turned much of the ground near mid into gentle displacements.
- Improved some roofs to be easier for detailing soon :).
a6 update:

- Removed the death pit area and replaced the doorway with a small cupboard with a small health kit. The area is now called cupboards.
- The stairs leading to the point in cupboards has been rearranged with diagonal stairs.
- Extended the hallway from the monitor rooms to the backrooms, and greatly expanded the height and width of the doorways to make the indoor routes less tight.
- Redesigned the connecting area between the point and cupboards - there is now a wooden room with railings and stairs that leads up to the cupboards.
- Redesigned the entrance to the cupboards.
- Added some more diagonal brushes in the backrooms
- Changed some minor detailing.
a5 update:

- Changed point capture time from 24 seconds to 26 (Hammer value from 12 to 13).
- Increased the height of the mid section of the backrooms to 64 HU, up from 32 HU.
- Removed the gray barrels either side of the backrooms on the sides of the entrance to the control point courtyard.
- Removed the two angled fences next to the door from the control point courtyard to the cliffs building.
- Reverted the large health pack near cliffs back to a medium health kit to improve balance.
- Added some angled walls to the cliff lookout area, which is now 64 HU shorter.
- Turned the top of the cliffs building from the skybox texture to clipping, so players can no longer x-ray through the top of the building.
- Created more func_details in the doorways.
- Adjusted some misaligned textures.
- Changed up some minor detailing to use less props.
- Turned more ramps into stairs, made some existing stairs less blocky.
- Minor detailing, addition of cover company signs.
a4 update:

- Changed point capture time from 30 seconds to 24 (Hammer value from 15 to 12).
- Fixed stuck out clipping on part of the fences near spawns.
- More clearly marked some roofs as inaccessible.
- Removed the spectator camera near the cliff as it looked ugly (Will probably return eventually).
- The cliffs area is 128 HU longer with more railings. Upgraded the medium health pack near cliffs to be a full pack.
- Removed the spectator camera at cliffs.
- Added 128 HU more outside area near the concrete and the backrooms above the point to make the map more open. As a result, the corridors to the backrooms are longer and the staircases are less steep.
- Added some barrels on this new land near the big door.
- Added some angled walls in the backrooms to make the map feel less ‘boxy’.
- Added some brushwork based detailing to the backrooms to give the map more of an identity.
- Reworked some brushes to be bigger and thus easier to edit around.
- Removed Cactus and replaced with the House.
a3a update changelog:

- Redesigned the entire map with a less king of the hill style point.
- Extended spawns back a bit to encourage the use of the side exit more.
Update Changelog for a2:
- Remade the mid area to make it open and more fun.
- Moved the spawns further right so the teams will not all follow the left high ground route.
- Changed the right exit from spawns .to lead straight outside into the courtyard
- Added soundscapes

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