Granite

Granite a3_hotfix_1

A small hotfix, for the sake of proper mapping. Special thanks to "Messing Around" for feedback

CHANGELOG:
-Map reverted to LDR, due to bloom problems with HDR
-Added BlockBullets brushes to the fenced-off area in the mid
After one whole laziness-induced year in development, hopefully it will have been worth the wait. Thanks, and have fun.

CHANGELOG:
-A complete layout overhaul
-More natural looking landscape
-Improved optimization
-Soundscapes
-And much more

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Yea, this one took me a while. But nevermind, the A2 update is here. The first part of changing the overall map layout from the boring rectangle to a much more dynamic (in my personal opinion) layout that will resemble the "Z" letter is complete. The future updates will include even more pathways to the enemy's (and your's) base, as well as more ways to flank your enemy.

This update also includes some basic detailing, so that the whole map wouldn't consist of boring gray dev textures. (even though it still conssts almost fully of dev textures.

The pickup placement is a lot to be desired, as well as overall layout. That's why I'll appreciate any feedback, so that I could imrpve thos map in the future. Thank you for downloadng (or at least paying attention to this download), and have fun!

A2 CHANGELOG:

-Reduced the amount of resupply lockers from 4 to 2
-Improved the central battleground by expanding the size of the trench and the bridge
-Added the new leftside path to the intel room for both teams
-Added basic detailing
-Slightly improved the pickups placement and their level (ex. removed lvl 3 pickups underneath the bridge
-Added a small ramp underneath the balconies for a much safer descent
-Added extra props for use as cover and for breaking the line of sight
-Improved clipping and overall nodraw placement

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