We gave the map a major lighting and texture pass, which gives a base idea of the direction we're taking the map. There are some slight changes here and there due to this, as we properly aligned brushwork here and there, and neatened up some displacements, however no fundemental gameplay changes have been made other than:
- Removed glass on A point holdout (This will allow players on the point to hide underneath slightly, a slight buff for mobile classes)
We're hoping this can let us draw conclusions better for gameplay as lighting can influence the players around the map (which we still intend to work on as the focus).
Known hiccups:
- Gates on blu-spawn go above the entrance building (Not a major issue as it doesn't affect gameplay
- Window at blu-spawn has a bit of corner seem