• Added detail
  • Improved detail at certain parts
  • Popfiles updated
  • Some minor changes for comfort in playing (not needing a crouch jump for certain jumps)
  • Workshop release
Looking at this it looks like a small update. But since its mostly visual i could just sum it up in 2 dots.
Since B5 had some clipping issues (and even a bug where projectiles went through displacements) i made B5a.

  • The theme is now made less bright. And alot of EArkham's props have been added.
  • A and B have been swapped in its position (visualy). They still behave the same but To get the capture order of bots more logical they now would more often go A -> B -> C. Ofcourse, since its gravelpit style this doesnt mean it allways goes that way.
  • Changes to control points:
    • A recieved some extra detailing, but other than that is still the same
    • B had a visual overhaul, less pillars, and easier to navigate paths.
    • C has a major artpass change (major thanks to EArkham's Sphinx). Also, the roof of the capture point has been removed.
    • The hatch area had some changes due to a problem with displacements in instances. But for the rest is still the same.
  • The bomber now has a visual path and instead of taking the shortest path now goes through both capture zones
  • Some healthpacks and ammo packs have been changed to better suit defensive options
  • Bugfixes:
    • Bots now dont constantly walk of control points (it still can happen, but the times it happens is reduced).
    • Bonk scouts now do get stunned
    • Doors near the spawn now open slightly faster to prevent scouts hitting the door
    • Unlogical alarms should no longer happen
  • Missions have been updated!
    • Shield medics have been added
    • Vaccinator medics have been added(they use the stock medigun because of a render bug with vaccinators)
    • Some other non medic bot types have been added (for example a rapid fire battalions soldier)
    • More class icons!
    • Some fixes on which a wave could deadlock

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Updates:
- Missions updated (a v1 and v2 of advanced 1 are made to cover changes that were made after the test, v2 being the one to be tested and v1 being the outdated one)
- All map regions are now detailed (some areas have basic detailing only)
- Initial connection for the 3d skybox is made

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Version B3 on its initial public test showed some major issues which is why i had to make a B3a. But that one passed the test hence its now public!

Changelog:
- Control point hud showing up again
- More detailing added
- Missions updated (mostly normal,adv2 and expert1 had updates)
- Fixed a bug where bots jump down from C and die from fall damage (they now walk down from the bridges)

Known bugs:
- Alarm sounds play again although sometimes still arent entirely correct. But they are still more helpfull than during the times there were none.
Changes:
  • The hatch area has been reworked to give a smoother pathing to C and make it easier for players to find out the way the paths work.
  • The hatch area has basic detailing (no morphed displacements, no extended detailing)
  • Reworked some ammo/health positions so the engineer should have a better chance at defending C
  • A few nav related bugs have been fixed near the bot spawn
  • Missions have been updated:
    • Normal has wave 4 splitted and wave 5 became a boss oriented wave.
    • Advanced 3 has been added as concept. The mission itself is still unfinished. The original state and a updated state both have been added.
    • Advanced 1 has a rework in a way that the target is going to be expert difficulty (it was too hard for advanced yet too easy for expert initialy)
    • In most missions the bots now more often directly attack B rather than taking the detour of A and attacking B from behind
Currently known bugs/suggestions (they arent fixed but discovered during the private test):
  • The alarm sounds sometimes seem to mess up and might not play at all.
  • Spawn door triggers are slightly too small which slightly hinders the scout.
  • Once you drop down from the higher area near C its hard to get back up unless you are a scout. A supportive path is welcome.
  • Bots sometimes get stuck at pillars.

Still unfixed:
  • The hud is broken and doesnt display any capture status (valve hasnt fixed that)