Major change to D with new path. Lots of other changes included in the list below with more detail on D's changes:
  • New tunnel on D, lower route closed up, geysers added to path (always on) to add additional path for Blue. Work as a one-way path only
  • Final defending building on D raised, more cover given, and a new, slightly longer path for Blue to get into the building
  • Point C is 48 units shorter to capture, D is now 48 units longer as a result
  • Sniper lines cut down on sniper lines on A with new rocks near blue entrance, a new wall on the red building, and more rock surface blocking angles
  • Sniper lines cut down on C with new water prop and props in upstairs window, the wooden wall next to tracks now 16 units taller
  • Updated custom geyser water rings, new large geysers
  • More optimizations on A, B, and D
  • Small issues fixed throughout (textures, clipping, etc)
  • New ammo pack on A near middle geysers, new small health and ammo packs upstairs from B to C, new med health added to D in the middle path
  • Geyser sounds added to geysers
  • Additional detailing added to C
  • The geysers random "off time" was brought down by `1.2 seconds on average across all geysers. So geysers will be off for ~10% less long time now across the map
More detailing progress, optimization, and fixes. Update includes:
  • Additional detailing added to first blue spawn, area being glass with large t-rex model now complete
  • More detailing completed on C, small detailing changes across the map
  • Red engi nest on C next to point made larger, bigger doorways, easier for defense, more room in places
  • Sun position moved 10 degrees, player shadows changed, and some interior lighting changes
  • Deeper optimizations map wide with point A having the strongest improvements in framerate
  • Point C is 64 units longer to capture, D is now 64 units shorter as a result
  • Cart length on C is longer, stretch just after the uphill is longer by ~40 on the area on the curve
  • Lava around last point is now marked to show danger, adjusted kill zone slightly
  • The central lava cone on D was reconstructed to show the path to C better, sign added
  • Clipping on a few roofs and rocks fixed
  • Makeshift 2nd spawn door added to Red's final spawn, bigger installment coming to this area

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Found a few issues with B1, so updating to B2. Major updates include:
  • Sun position and shadows of lights
  • A clipping issue on C roof and inside building
  • Hint brush issue
  • Fixed floating and stuck-in-ground props in areas
  • Lighting brightness in industrial building, 2nd floor on C
Finally made the jump to Beta. Map has a lot of new detailing packed into it and better optimizations.

Updates include:
  • Most of C now detailed
  • More optimization map-wide, reductions in levels of detail for water, and custom model
  • Health and ammo altered slightly in places on C and D to help promote different routes
  • Improved clipping
  • Slightly more cover from snipers on C
  • Triceratops skull complete, Triceratops mega skull updated from placeholder on C, few more dinosaur bones added across the map
  • Timing of one set of geysers starts 10 seconds sooner to help teach Red about the geyser system better at the start of round. Geyser next to A point main geyser affected
  • env light changed (color), env sun added, sun position and shadows
  • Final stage reduced in length by 112 units. Final red Spawn units an average 16 units shorter walk out of spawn. Shorter walk from Red final spawn to C by 112 units as a result, shorter cart length shorter on D also and slightly smaller play area. A small amount of width reduced
  • Reduced size of blue sniper deck on C

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Beta still coming next week. Found a few key issues that needed to be fixed quickly. A16 includes:
  • 1 additional second was added to Red respawn on D. 1 second was added to red respawn time for round C
  • Fixed clipping on the roof above C industrial, other clipping places added to issue spots
  • The deck on house coming into D reworked shed moved closer to Red
  • Unsewn displacements fixed
  • Point B moved 8 units close to A's point, making the cart path shorter for B, and 8 units longer for C
  • Additional optimization
  • More lighting on Sniper/upper cave tunnel deck on D
  • A small amount of details added
  • The new geyser in area A next to the building, comes on ~25 seconds earlier to help out Red on the first round better
  • Fixed big blue barrel disappearing from range on C on the main corner, and rock on D fix with same issue
  • Custom sulfur pieces on geyser rings removed (reduced file size by ~6mb)
We said this last release, probably the last alpha. Beta to come next week.

A15 update includes:
  • Sound scapes added to map
  • Red final spawn 128 units closer to C and D
  • Point C cart path moved 8 units further, D now 8 units shorter
  • More detail across map but focus on C
  • Fixed random displacements not sewn
  • No longer able to spam stickies over building from C to large rib cage area
  • Fixed floating props
  • More optimization

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Probably last Alpha. This update features some more room in areas it needed it.

A14 updates include:

  • First blue spawn room area made smaller on left side facing the cart. Opening pulled back closer to spawn to make first paths take longer to get to A. More open are leading up to buildings by ~250 units. Glass windows changed so you cannot see in from Red's side
  • ~128 units added to A's open area in length, same with cart path
  • Added new large geysers to A, to allow for quick re-entry to the main building for Red
  • New small geyser added to B to help teach Red
  • Ceiling in lower hall 8 units taller, one wall thinner, providing 8 units more space. Extra props for potential cover, going into B for blue
  • ~150 units added to B's open area, same length added to the cart from A to B
  • Water now deep enough to extinguish flames on water pool on deep area of B
  • 40 units added to B's cart path, C cart path now 40 units shorter due to this
  • After B is capped, Red respawns within 2 seconds, then respawns return to normal
  • Fixed players being able to parachute jump from B to C over outer side
  • Additional detailing added to C's industrial building
  • Max cart time reduced by :15, now a max time of 8:30 allowed
  • More optimization
  • C point pushed back by about ~35 units. D cart part now ~35 units shorter due this
  • Sniper deck on C nerfed for blue, brushwork fixed
  • Fixed errors, places were players are getting stuck
  • Additional space added to Red building upstairs on C for nesting/teleporter placements. Lower area shelled out for more room for sentries
  • New nesting area for blue for D. Slim amount of room added to path from C to D
  • Reduced or stopped the ability stickies going over spawn on Blue on A, B, and D
Update includes:
  • Length to C from D for Reds spawn has been shortend by ~300 units
  • env and textures toned for a less viabriant shade of orange
  • some signs fixed, new sign added to direct red out of first spawn
  • lava particles changes, lava textures added to volcanos on D
  • kill zone updates
  • Area around last point tightened and new building to provide slightly more cover
  • updated lava particles, boom, geyser ring skins
  • Made uphill path on C speed from .6 to .5
  • Fixed rollback zone on final
  • Additional space added leading up to C from B
  • Additional structures added to D. Little additional area added to areas
Update includes:
  • Spawn times ajusted for both teams around C and D
  • Another round of optimizations throughout map
  • outside path on D now longer to take
  • D area bigger by ~15%
  • D turned into displacements and partially detailed first pass
  • More parts of C detailed first pass
  • New bridge over rib cage on D
  • New building on D with slightly new flow in area
Update includes:
- Changes to C to help red hold better: increased Blue respawn time by 2 seconds for C, new gate added, that opens after C is capped, upper room expanded with new doorway for new sentry position, or point cover, addition health pack added upstairs, slightly more room added to C, added ~2 seconds additional for a scout to cap C
- New Elevated walkway added to D. Set of stairs added back in for back way to the point
- All of point D slightly lower than rest of map
- Env sun slightly changed
- New water and river water textures
- Additional detailing and lighting added in areas of B
- More optimization improvements
- More clipping improvements
- Fixes for issues from A10 included