Forsaken Downpour

Forsaken Downpour b2n

  • Slightly detailed C and A
  • At B, on Blu's side of the highground, changed the medium ammo pack into a small one
  • Adjusted the angle of Blu's C spectator camera
  • Blu's setup gates now open on feedback round
  • At A, added a staircase which leads Blu to the highground on the right
  • At A, extended a cover to fix a sightline, and to make the room with a full ammo and medium health kit less dangerous for Blu to use
  • At A, Made it possible for all classes to escape the dropdown route through a prop jump
  • At B, Moved the purple catwalk to be closer to the starting position of the point, and moved the small health kit that it had next to the medium ammo kit
  • At B, Added stairs at the lowground route that lead to Blu's highground
  • At C, Moved ownership of the left catwalk on Blu's hub area to Red instead. Opened an alternative route for Blu near that location
  • At C, Moved the entrance of Blu's right flank to their forward hub area
  • At C, Removed the pipe jump to the highground area in Blu's hub area, and adjusted its layout a bit. Also added a small health and ammo kit near it
  • At C, Adjusted the size of some kits
  • Added a guiding arrow for Blu when they spawn at their second forward spawn
  • Fixed taking fall damage when landing in the water at B in certain positions
  • Fixed rare infinite horn loop when B is capped
  • Clipping fixes
  • Other minor changes
  • At C, fixed a sightline into Red's spawn
  • At B, extended the point's nobuild trigger
  • Fixed Blu's first forward spawn trigger not disabling when it needs to (The point of this is to stop people from respawning themselves instantly and just going to the new forward spawn, skipping the delay)
  • Minor detailing fixes
  • Clipping fixes
  • At C, moved Red's right exit higher up
  • At A, reduced Red respawn wave time from 7.5 to 7
  • At A, fixed a sightline into Blu's spawn
  • At A, added a full health kit below the stairs that are behind the point, and added a small ammo pack near the point
  • At B, in the caves, turned the full ammo pack into a medium
  • Added a hand sign to the shutter next to A to indicate that it does not open by player contact
  • Changed the color of the lighting at B to a more brownish color
  • Made the lighting at A and B slightly brighter
  • Fixed solid lamp wires
  • Reduced siren volume by 20%
  • Improved detailing in some locations
  • Other minor changes
- When B is capped, Blu first gets a force respawn to their current spawn location, which is now disabled (respawn trigger included).
Afterwards, their spawn location is changed to Red's first spawn.
At C, increased Red's respawn wave time from 6 to 7
Removed Blu's old forward spawn for when B is capped
  • Removed the bottom middle route at C
  • Made an additional escape route for red for when B is capped, and made it clearer that they are escape routes
  • Added a medium ammo pack at the lowground of B
  • Added a bit of detailing
  • Excluding Blu spawn, removed all real time reflection water. As much as it hurts me to do so
  • Made the red and blue brick walls slightly brighter and very slightly more neutral colored, and added a bit more variance to wall textures
  • Added resupply signs to some spawns, and a control point sign to the A point
  • Moved the trigger of the death pit below the B point a bit lower
  • Detailed the B point area
  • Detailed the spawns at A, and increased detailing around the point
  • At C, added a prop jump that leads to Blu's flank from Blu's main route
  • Added a medium health pack at red's escape route from B
  • At blu's last forward spawn, moved the resupply cabinets a bit further from the doors
  • At C, slightly raised a wall at Blu's main route, blocking a sightline onto the point if players jumped
  • Clipping Fixes
  • Improved Optimization
  • Other minor changes

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  • Fixed area portal issue
  • Clipping fixes
  • Added a few sight line blockers at C
  • At A, increased Red's respawn wave time from 7 to 7.5
  • At B, reduced Red's respawn wave time from 7 to 6.5
  • Significantly reduced the speed of the gate opening at B
  • Moved back Blu's second spawn slightly
  • Adjusted the position of picks up at the A point water lowground area
  • Added a new resupply locker in Blu's first spawn that is closer to the front lines
  • Added more signs at C to help Red see where the point is when spawning
  • Adjusted lighting at A; it's brighter and slightly whiter now
  • Fixed C spectator cameras not enabling when B is capped. Fixed welcome point not working correctly
  • Improved optimization
  • Other minor changes
  • Detailed the A point area
  • Reverted layout changes to A; after a lot of testing, I ended up prefering how the point played with a more open style. May experiment again with them in the future though. Kept the new door way on the highground opposite to the point
  • Changes to pickups at A; Moved the medium health and ammo that was at highground opposite to the point to the area behind its all, making it more accesible to Blu rather than Red, also turned the medium ammo pack into a large one. Removed the solo large ammo pack. Adjusted the position of the pickups at the water lowground area
  • At A, reduced Blu respawn wave time from 2.5 to 2
  • At C, Increased Blu respawn wave time from 2.5 to 3 (Same as B)
  • Made the stair case before A a bit longer; slightly increasing travel time to B, mainly just did it to seperate the area further from the caves
  • Added full railing to the point at B
  • Fixed explosions going through the chicken wire texture
  • Added spectator cameras

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- At A, fixed gap and lighting on the area opposite to the point