Gelid

72hr Jam 2024 Gelid A12

  • added a center pillar at last
  • moved the computer boxes for a bit
  • added a cover near first spawn at final point
  • extended the cover vertically on the lobby near last so players can't stand on it
  • adjusted some doors on last lobby
  • detailed the spawn room exteriors
  • more building detailing/art passing
  • some texture changes
  • changed some nodraws to textures
  • adjusted cap times
  • optimizations

(Beta 1 next version, gonna finish up all the detailings and make sure to not have any visible dev textures anymore as well as adding a 3d skybox eventually.)
  • expanded the last area an additional 100 HU
  • adjusted spawn times (i hope this work this time)
  • adjusted cap time on last
  • adjusted the smoke logic on last
  • detailed the first spawnrooms
  • fixed visible nodraws
  • adjusted spawn wave this time. like for real.
  • blocked nasty sightline going through second point area
  • clipped off the spot at top of final point
  • fixed weird textures
  • more detailing and stuffs
Hotfix update

  • fixed displacement seam
  • changed the access onto 2nd point from a terrain to a ramp
  • more detailing
  • optimizations
  • more artpassing/texture changes
  • changed misleading textures
  • expanded some ledges around the map
  • adjusted displacements
  • adjusted spawn wave time
  • adjusted mid cap point to block explosives from below or above
  • added area portals for optimizations

(might be moving to beta after this version or after another version)
  • textured/artpassed some parts of the map
  • adjusted the slope of the ramp at 2nd point
  • changed shutter door to a windowed door
  • removed collisions on sign prop in one of the forward spawns
  • adjusted displacements to meet up with the platform
  • made the cliffs more taller
  • other smaller changes
  • remove medium ammo pack on last
  • adjusted high ground route on last
  • adjusted wrong decal colors
  • adjusted spawn points to not touch the supply cabinet constantly
  • adjusted color of lights on lobby to match the team
  • a strong rumble on winning

  • adjusted wall cover in one of the routes going to 2nd
  • adjusted cliff textures
  • adjusted stair textures
  • detailed one of the route areas

General Fixes
  • added collision on one of the prop in the forward spawn
  • adjusted spawn wave times
  • adjusted capture time on all points
  • brighten up some areas
  • decrease the walls in the final point
  • removed some shutter doors to the lobby going through last
  • block bullets some stairs and the fence around final and 2nd point

  • adjusted the 2nd point to mid connector routes
  • expanded 2nd point platform a little bit
  • added some props in the alcove

  • adjusted forward spawn at mid
  • adjusted respawn wave time
Hotfix Update

  • removed stray brush clip
  • textured some parts of the maps
  • error fixes
  • added a small window on the final point wall
  • added extra medium ammo and healthkit on last
  • added a small cover on the main entrance towards last
  • added a barrel on last
  • fixed error model

  • re-added the cover on 2nd point
  • blocked long sightlines that goes through last lobby and mid
  • added small healthkit near 2nd point
  • added block bullets on some areas near 2nd



  • other error fixes
  • small optimizations
  • some artpass on mid