Resource icon

Facility [FORGOTTEN]

I messed up BAD, and I fixed it. It doesn't matter now.
So, this wasn't a huge update (I think). I would give you an update log...
...but I actually went to a friend's place for 2 days and forgot what I changed. D:
So, this map is going strong. I might get into beta soon, but only time will tell.
-Lowered the small grey buildings, now they can be jumped to by most classes.
-Cut the planters into 2 sections
-Raised one section of the planters so you can jump onto the point roof with them as any class
-Completely reworked the roof health pack.
-Removed one pathway from the roofs to the point
-Moved centre spawn buildings forward
-Made a diagonal wall on the battlements roof room
So, welcome to alpha 7! If the map continues at this rate, I might get into Beta soon!
-Lowered small buildings
-Allowed people to go on the small buildings next to the point
-Added a ramp to the med. health kit on the roof
-Moved glass cover on the small roof cylinder
-Shortened the cylinder on the point building roof
-Added spectator cameras
-Fixed a small issue with the dropdown ramps
-Added a bump under a stack of barrels by the point
-Fixed the HDR
-Added more diffuse on shadows
So, this made a pretty big change. I hope it will add more to the map, but I think I need to work on the changes later, but it will help for the main idea for the change.
-Added buildings in front of spawns
-Moved spawns back
-Fixed a bug where a BLU spawn door's window was inverted
-Added a window to the health pack on the underground route
-Added a dropdown ramp in front of spawns
-Added bridges between the point buildings (connecting them to the point)
-Did a little optimization for better play
So, not nearly as many changes as last time, but still pretty important.
-Added buildings at the point to break up sightlines
-Made main buildings skinnier
-De-cluttered underground route.
-Got rid of random cliff thingy in front of spawns.
-Made the point longer
Well, this made some pretty big changes, and a lot of changes in general. I took all the feedback from the A3B test and applied it. I also noticed few people taking the underground route, so I edited that.
-Put ramps on both sides of the point
-Put walls to protect the small health kit on the roof
-Opened up walls in between underground routes
-Turned large underground room into tight corridor
-Combined spawns
-Removed ramp in middle building
-Added a medium ammo pack in the underground room
-Removed a route
-Changed medium health underground to full
-Removed water in underground room
-Moved middle building door
-Removed bushes in planters
-Lowered spawn roofs
This update fixed the issue with one of the BLU spawn doors not opening, as well as one spawn door opens all it's respective spawns. I also placed the ramp on the side of the point, instead of on each team's side, in order to stop players from bumping into the pillars so much (a problem I had a lot when testing). The big change: Lighting! I added lights, as well as a special skybox. I don't have cubemaps built yet, so bear that in mind when seeing the water and point. The entire map is lit without props, as I usually wait until my light placement is set and stone to place props.
Other small changes include:
-Water scale set to .1 by .1
-Slight movement of water barrels to block sightlines
-Change of the connector wall from glass to opaque brushes, along with a slight height increase
-Slight optimization
Two Alpha versions without any playtesting? Sounds good. Well, I added a cylinder formation on top of the building where you go underground with a small health kit. I also added some more optimization, a small wall with barrels on the roof you access with a side building, in order to prevent sniping up to there and a bit of optimization. Oh, and I also added patches under the health and ammo!
I cannot believe I forgot to put resupply cabinets in the spawns. :p

I also did a little more optimization.