Fractal

Multi Stage Fractal A17

fuck I hope it's packed

also probably no cubemaps
This update brings:
*A few layout changes
*Lots of detailing changes
*It's been so long I forgot wtf actually changed aside from the detailing
*Screenshots will come when I can be bothered

Thanks to Stiffy360 and AsG_Alligator for the detailing and advice
This update brings:
S1 changes:
*Started detailing, with help from @AsG_Alligator . Might also consider getting Stiffy360 on board later on, that'd be cool
*Removed the one way door as a test, might be added back in if it makes the building to the right of the ramp too hard
*Made the wall leading out of last's basement opaque
*Fixed brushwork on last so it's on a nicer grid
*Lots more stuff I've completely forgotten
S2 changes:
*Fixed some clipping
*Made deathpit actually kill you
*One or two small things I likely forgot
*Not much else this version tbh

As always all and any feedback, on layout or detailing, is greatly appreciated!

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This update brings:
S1 changes:
*Added a truck and some boxes + a light where a sniper spot was
*Added some ammo
*Some basic textures
*Cancelled B1
S2 changes:
*Clipped a railing properly
*Fixed the blu spawn vis issue!
*Changed a route to make it far smaller (thanks md). This helps kill a sniper spot
*Made the warpgate 'deeper' so it counts for a checklist check

*probably some other stuff I completely forgot

As always, all and any feedback is greatly appreciated. A proto-foundry theme may be attempted so opinions would be cool
This update brings:
-S1 changes:
*Fixed a visible bit of nodraw
*Made some stuff nonsolid (thanks maid)
*Raised some doorways
*Added Geegor's windows (finally!)
*Increased RED's respawn wave time by 1 second for last
*Fixed some wierd stuff
*Removed hazard tape in a non-rollback zone
*Fixed some stuff
*Probably more stuff I forgot

-S2 changes:
*Changed how all the height works out and how the cave interacts with last
-*C now has a slope downwards after it and a shift to the right before last is entered, to make it a bit more interesting and easier for BLU to hold the area, etc
*Fixed some broken areaportals
*Added some cover for RED and BLU at last
*Warpgate now sort of disintegrates people (thanks ficool)
*Added some height for attackers at the opening area
*Added some ammo at A
*Fixed a broken pickup patch
*Probably more stuff that I forgot!

This map is approaching beta, so all and any feedback about the layout is very much appreciated!
This update brings:
-S1 changes:
*Changed BLU's first spawn to kill sightlines right into the spawning area
*Added a little health and ammo
*Shrunk RED's spawn a bit
*Removed a hallway
*Moved a metal door back so it's flush with a wall
*Added some tracks
*Removed a dumb security fence
*Added areaportals
*Moved a 1 way door so it doesn't clip into a wall
*Probably forgot some more stuff

-S2 changes:
*Added a 1 way door between A and B
*Added some cover to kill a nasty sightline
*Clipped an area off under the platform next to B
*Changed BLU's first spawn to help kill some sightlines
*Added areaportals
*Probably forgot some more stuff

As always, all and any feedback is greatly appreciated
This small update brings:
-S1 changes:
*Added a hole in the wall of the jumppad structure to allow fast rotation between the areas for soldier and demoman
*Added a window above the jumppad so you don't go in blind and the enemy can see players coming up (to a degree)
*Swapped the wall on which RED's spawn exit is on, to kill an awful sightline
*Removed the hole in the wall next to B so RED can't spam on the point from spawn
*Probably some other stuff that I've inevitably forgotten
*Forgot geegor's windows, sorry :p

-S2 changes:
*Remade the structure to the right of B + the BLU entrance to the upper gantry of C
*Replaced RED's main access ramp to C's upper gantry with stairs so they don't control it nearly as much, while also having a fast way up to their spawn instead of prop jumps
*Added a door in the area to block sightlines (might remove)
*Fixed BLU being able to build in their first spawn
*Moved some health down a level in RED's opening area structure to make playing sniper very slightly more risky (will have to figure out a more permenant solution)
*Closed a window looking onto B after its cap

As always, all and any feedback is greatly appreciated
This update brings:
--S1 changes
*Replaced last with the original last
*Changed around some flanks and how the basement route works for last for smoother flow and far less complication
*Small additional changes with it
*Added areaportals for parts of the stage
*Slight overhaul of the lobby area at the top of the ramp, namely near the dropdown exit balcony
*Added planks between balcony and 1 way door passage entrance roof to help show it's there
*Tweaked shadows and such a little
*Fixed some collisions and clipping
*Forgot to remove nodraw on some faces and put walls in out of bounds
*Probably some small other things that I forgot

--S2 changes
*Changed up last to look more menacing + to provide a better base for the eventual custom model, also to comply with another payload checklist check
*Put a little more ammo and health across the stage, more could definitely be added though, will see if more is needed
*Probably other stuff that I forgot about

Stage 1 and 2 will be seperated for testing soon, probably.

As always, all and any feedback is greatly appreciated
This update brings:
*Widened the ramp by a bit
*Centered cart path on the ramp
*Removed the upper section of rollback
*Jumppad now leads onto a higher platform
*Ramp 1 way door now leads further away from the point so you aren't spammed to hell by sentries
*Nobuilt some stuff
*Lost all hope for S1 last again
*Made deathpit platform at S2 physically possible
*Moved stairs up to S2 last near the entrance so it'll be used far far more
*Fixed some railing collisions
*Fixed a ramp's trim
*Widened ramp before the start of the ramp
*Brightened shadows slightly
*Clipped and removed collisions for some stuff
*Moved a ladder
*Added stuff to jump up onto platforms
*Probably some other stuff I've forgotten yet again

As always, all and any feedback is greatly appreciated

Screenshots will all be updated on A10
This small update brings:
*Fixed a lot of small perches (thanks pumpko)
*Added more health around S1
*Added a little more ammo in S1
*Added some lights in S1
*Fixed some visible nodraw
*Added some lights in S2
*Remade cap A's area in S2
*Added a new resupply locker in S1 last
*Changed the size of the 1 way door's trigger at S1 cap A
*Added some frames on windows
*Made shadows a little lighter
*Probably some other small things that I forgot again

As always, all and any feedback is greatly appreciated