freef

freef A10B

I made this forever ago but I never actually uploaded it to the site.
  • Made walls around B into fences.
  • Pit looks a little different and has crocodiles in it.
  • Messed up one of the textures on a roof at A. Oops.
  • Probably some other small stuff? I don't remember what I did but I didn't find any other changes.
Still not really happy with the map. There are parts of the layout I don't like but I'm not sure how to tackle that. This update contains a bunch of small changes to the map to try and make the layout work a bit better, along with general tweaks to make it look nicer and be more visually consistent.

  • Shortened the length of spawn
  • Altered lower passage to B from spawn, incline is more spread out to make it less steep, added doorway to make it look better and less empty
  • Altered the size of the houses near A and adjusted their lighting
  • Adjusted the height and lighting of the passage between A and B, as well changed the color of some of the ceilings to be more consistent
  • Replaced many ramps with stairs
  • Fixed tiny hole in displacements at A
  • Raised the back of A
  • Fixed spelling mistake on point B's name
  • Lowered walls around B to let in more light
  • Fixed the skybox letting players see into unintended areas
  • Adjusted the size of some doorways
  • Moved some spectator cameras
After almost a year with no updates, its time for one. I've been working on this sporadically throughout the year, originally I planned to release A10 months ago, but that never happened. Basically everything has been changed in at least some way, but the big stuff is that the points have been redone to be bigger and have more entrances, the spawn has been moved back and made bigger to make room for these new entrances, and a lot of things just look nicer in general. I am quite happy with how A is in this version, but I still think B needs more changes. I have some ideas, but I didn't want this release to take over a year to make so I'll put the changes in A11 if B plays poorly.
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A8B still didn't cut it, so this version hopes to address a lot of the problems the previous versions had. Almost a month in the making due to my computer breaking, and a lot of changes that went nowhere and had to be removed and redone.

-Map has been widened by 128hu and spawns moved back 256hu

-Added walls to A to block up large sightlines and spice up combat

-Added side areas to A with health and ammunition

-Changed the rocks at A

-B has been completely redone, the sides are now inside buildings, the layout is very different. Hopefully it all flows better than the previous version
This version fixes a bug and makes some minor adjustments to A, hopefully this is the actual final alpha version.

Changelog:

-Fixed an issue where only half of the patch for the healthkit at B appeared

-Replaced the fence things at A with actual fence props, moved them slightly. They are also see through now so that you can see whats on the other side

-Replaced the blocks at A with rocks, returning it to how it was in A1 (but the rock props are different)
A quick update to fix bugs and make a slight change in geometry, probably the last Alpha unless some more small issues arise

Changelog:

-Fixed some lights shining onto faraway surfaces due to incorrect settings

-Lowered the brightness of lights and moved a lot of them to stop very bright circles from appearing near them

-The ramps on the path from Spawn to B are now slights closer to spawn
A7 played very well, so I'm releasing this to change some of the things that could be improved, also a small amount of detailing at B because I like rockets. Unless I find any big things that need fixing, this will be the final alpha version before B1.

Changelog:

-Actually repacked the map. Turns out I was uploading the unpacked version before, whoops. However, this means that the map is now under 1MB!

-Added a rocket silo at B, this replaces the cap point model

-Made B slightly less wide because I realized it wasn't a perfect square

-Changed the point names from "Point A" and "Point B" to "Radio Tower" and "Missile Silo"

-The radio tower at A is back! after being absent for a few versions, it returns in all its glory. (The reason I removed it was because it forced me to have a really tall skybox in the map, but turns out I didn't actually need to have such a tall skybox, whoops!)

-Point A is raised slightly, this is to make it more on grid as previously it was just below the grid

-The blockbullets on the metal barrier are now even more accurate, however they still aren't perfect, so expect more changes to them in the future

-Mid is now a bit bigger, the hallway from Mid to B is a bit smaller to compensate.

-The wall separating mid is now twice as thick and a bit less long

-Removed the needless ramps from A to Mid, because they just went down and then straight up, Mid has been made a bit higher so that there still is height variation

-Mid is now fully enclosed, this is because having mid be fully exposed to the sky looked kinda weird

-The area for health and ammo under A no longer has a strange lip above it
Mid was still too cramped, and the area that was up higher didn't really play the way I wanted it to, so this update hopefully addresses all these problems.

Changelog:

-Removed the turbine in the middle, replaced it with a wall, this completley eliminates every single sightline from A to B, also the high ground area has been changed so that the high area is on the B side of the wall wile the A part is lower

-Made the A side of the building a bit less wide

-Readded the door straight from A to the building because the sightlines are gone

-Adjusted the exits from the underpass at A to be easier to walk around, also adjusted a lot of the geometry there

-Removed all the small ammo that wasn't next to a health kit, added a small ammo near the health kit under A

-Adjusted patches

-Did some basic optimization

-Fixed the issue where the entire A sign was red

-Added a 2nd light in the main building

-Probably a lot of other small tweaks
A6 played like I hoped it would, so I'm keeping those changes, however mid did not play well as it was very cramped, so I'm releasing a small update to it along with general fixes

Changelog:

-Replaced the 2 way arrow in spawn with 2 different arrows that have point letters next to them

-Adjusted some textures and moved some of the map boundaries to better align with the grid

-Removed the doorway straight from point A to mid, because the sightlines from there were too overpowered

-Since the sightlines are gone, the B doorway has been expanded and no longer has "lips" to fix sightlines

-The side generators have been removed and have been replaced with little platforms that you can walk on

-Expanded the size of mid
A5 played very well, so this version consists of experimental changes to Point B and the A-B connector to make them more interesting to play, if it doesn't go well then I'll just rollback to A5.

-Point B is now much higher

-Added a catwalk to Point B like in A1 (Returning things to how they were in A1 seems to be a recurring theme in the past couple versions)

-Path with the medium health kit is now partly underneath the point, also has a medium ammo now

-Moved things around B a lot, also changed the elevation in some spaces

-There is now only 1 doorway from Connector to B

-Added a thing to stop people from getting on top of the turbine

-Added 2 more turbines on the sides for decoration

-Adjusted clipping on the metal barrier at B

-The spawn now has a func_respawnroom for things that require it

-Added a sign to the spawn pointing in the 2 directions you can go

-Adjusted building roofs and walls to make them look nicer with the increased height