Gelid

72hr Jam 2024 Gelid B3

  • widen up a lot of doorways
  • adjusted last cap time from 2.3 to 2.1 seconds
  • added ramp to make it less awkward going to the mini flank
  • closed some routes; the lower level of the "mid building" and the small connector on the "main choke" and "fast building"
  • also added a one way window on "fast building"
  • adjusted pickup quantity and quality, especially ammo packs
  • adjusted skybox to give way for smoother explosive jumping
  • changed some textures
  • added small cover at the "basement" route, also widen up the entrance on that route for a little bit

Attachments

  • GELID CALLOUTS.png
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  • a lot of detailings/visual changes
  • lighting adjustments
  • some bug/error fixes
Beta 1 is finally out, obviously there will still be detailing to be added or changed in the next betas

  • added OOB skybox
  • added soundscapes
  • added one way indicator on one of the forward spawn
  • more detailing especially in the last area's interior and exterior
  • adjusted lightings
  • removed some props
  • extended mid platform ledges
  • patched perch spots
  • moved some medium health so they won't be that close to other medium health
  • other miscellaneous fixes
  • 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