Farmageddon

Farmageddon Release

-remade underworld
-other stuff
-redesigned mid and the areas around it
-lots of changes to mid to try and make paths feel less cramped
-opened up transition building between spawn and mid to try and make it less cramped
-lighting improvements
-removed place holder crane brushes and replaced them with a combine harvester prop
-lowered height around mid to make it's advantage less extreme
-displacement cleanups
-lighting changes to try and make it better
-lots of route changes to try and improve flow
-added some stairs by the barn to help safely navigate the height variety there
-adjusted some rocks used for cover
-pushed fence behind crane closer to it to close off the awkward upper area back there
-removed short fence in spawn rooms
-some optimization
-made the area around the crane less flat, open, and empty
-changed the bridges to the mid barn to partially be full walls that block sightlines and add more height variety
-added back path around the back of the upper wall at mid so players can get from one side to the other easily
-spread out "underworld" spawn areas to try and stop spawn camping there
-lighting changes to make play areas less dark
-possibly other things I've forgotten

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-added a cover building by cliffs between pit and transition building
-lowered setup time to 4 seconds to match watergates time and stop medics from getting full ubercharge during it
-attempted to make it more obvious when the pit is closing both visually, audioly, and with on screen text
-refined collision mesh for stalactites (thanks Zeus!)
-lowered one of the fences by spawn to make it less likely for players to get caught up on after exiting the "underworld" area
-clipping edits
-other things probably
-attempted to make the map less scattered and more streamlined
-changed capture point gimmick from a teleporter to a pit players fall into to access the capture zone
-moved around a lot of cover and paths to make routes better fighting areas
-moved side spawn door to help point players in the right direction when leaving spawn
-moved "underworld" exit teleporters to help direct players back to mid
-moved around spawns in spawn rooms to help players see exit options better
-decreased damage done in "underworld" capture zone area
-added collision mesh to stalactite props
-other stuff
-fixed some messed up logic
-redesigned underworld/capture zone area