Giza b6

Gravelpit style mvm with an egypt theme (previously known as intercept)

  1. Workshop release

    • 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.
    doopey thanked this.
  2. B5a has been released!

    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...
    doopey thanked this.
  3. More detailing and updated missions!

    - 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of advanced 1 are made to cover changes that were made after the test, v2 being the one to be tested and v1 being the outdated one)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


    1. 2015-12-28_00001.jpg
    2. 2015-12-28_00002.jpg
    3. 2015-12-28_00003.jpg
    4. 2015-12-28_00004.jpg
    5. 2015-12-28_00005.jpg
    6. 2015-12-28_00006.jpg
    doopey thanked this.
  4. Updated version to B3a

    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!

    - 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...
    doopey thanked this.
  5. New version

    • 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...
    doopey thanked this.