• More artpass
  • Initial clipping
  • Initial optimization
  • Changed the general space of some areas without changing the layout
  • Added nobuild to the capture point
  • Added highground exit to spawns

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Lots of experimentation, any feedback is welcome.
  • Added 3D skybox
  • Adjustment to lighting
  • Moved ammo/health packs around to balance stuff I guess
  • More blocky/alpha art pass to keep things interesting

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We're back baby! I guess...
It's been a while since the last playtest. I think it's time for another one.

Not a lot of changes. I want to remember how the map plays before any major intervention.
  • 7 seconds to capture de point (previously 4 seconds).
  • Reconfigured pickups.
  • Expanded flank route.
  • Minor light adjustments.
Alpha 8
  • Changes to layout around control point.
  • Map slightly smaller.
  • Control point slightly larger.
People are complaining about the gameplay (and everything else), so let's test more! yay.
  • Some big changes to layout around control point.
Alpha 6
  • Fixed spawns.
  • Blocked some sightlines.
  • Some 'alpha' art pass around mid point.
  • Minor changes to gameplay.
I want to test gameplay a little more before final artpass.
  • Added extra route to reactor room.
  • Minor changes to layout around control point.
  • Added fog.
Not many changes... I want to test the current layout a little more.
  • Major changes to layout around control point.

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  • General improvement...
  • Removed cp_junction feeling (added skybox 2d).
  • Removed small pickups from BLU side.
  • Added some extra cover to attackers.
  • Some "alpha" art pass around spawns.
  • Pitfall bottom now have gabe texture because I want.