Harboreal

Harboreal a29

Changelog
MAP :
-> Added a forward blu spawn next to Alley/point A that unlock when point A is captured.
-> Removed new doors from a13. Also removed glass from upper-garage but kept the side access from garage to upper-garage.
-> Change Alley crates to make it a better sentry spot now that enemies can more easily come from behind
-> Reworked dock area to better suit the new blu spawn. Mainly, change a container to stop sniper sight lines
-> Added some container below the house below red spawn for some better sentry placement and scout access.


BUG :
-> Fixed track point model not updating on capture for point A and C.

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Changelog
MAP :
-> New set of doors on in garage. One door to C is opened when B is captured. Two doors on a new passage from garage to upper-garage are opened when C is captured.
-> New one way doors around D point. One for blue to help them get the upper-grarage building more easily. One for red to reduce spawn camping coming from last D point.
-> Windows for upper garage to blu spawn to stop spawn camping and direct players to A
-> Added a safe spot for teleporters at the upper exit of blue spawn and change the lower exit to make it harder to destroy teleporter from far away.
-> Remove on room inside a building in front of blu spawn.
-> Increase size of building next to blue spawn and reworks props there.

VISUAL :
-> Added end explosion


BUG :
-> Added some player clip to one way doors
-> Fix? cart collisions and rollbacks

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(Added a new version just in case it is needed)
Changelog
MAP :
-> Fix track nodes
-> Fix dock's factory ramps

BUG :
-> Fix cart movement so it doesn't clip (thanks not a tree, tumby and zythe_ for the help)
Changelog
MAP :
-> Overall height of floors has been reduced, making building less tall.
This is a feedback from play tests. This should reduce power class dominating some area too easily and make movement around the map easier for scouts. The overall layout is unaffected by those changes.
-> Remove "truck area" as well as entrances connected to it. replaced it with a non-accessible building with props and entrances to give BLUs cover in the alley.
The idea was to channel blu on the bottom of the map to push the cart. During testings a lot of them were going for spawn camping.
-> Modified the RED spawn outside by reducing its length and adding a turn on the passage so they can't be easily camped from the tracks. Also added a small structure when going to last point so player can't easily camp the side exit from last point.
Again, the idea is to limit spawn camping so power classes will go more towards helping to push. But while keeping the area accessible for scouts and spies.
-> Signs have been added to direct players towards capture points.
Sign with directions were liberally added to help new players go towards the correct points and know which direction to take out of spawn.
-> BLU Spawn is shorter and has a new exit. The top exist was also move a bit.
This was made to accommodate the removal of the "truck area" and was also a feedback from testing.
-> Final point building is smaller.
This area was big for no good reason so I used the opportunity of the "truck area" removal to shorten it too while keeping it overall similar.
-> Bigger door for cart in the factory.
Made the doors of the factory bigger to help with pushing and accessing the inside when the cart is on the threshold.

VISUAL :
-> Changed the cart model
Someone was adamant it wasn't the correct one during testing. The classic model is better for collision anyway so I revert it back to this one.
-> New Skybox and remade mountain geometry.
-> Props added when needed (notably signs).
-> New fog for very distant object and ambience.
-> Some light have been changed, mainly the sun colour, intensity and direction.

BUG :
-> Cart was elevated to reduced physics issues when clipping into the floor.
-> End sequence was touched up to help with the cart dropping at the end.
-> Better invisible walls.

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Changelog
Visual
-> Removed dev texture
-> Added light props for lights
-> Displacement adjustment (degenerate triangle fix)

Detailing
-> Added the cart falling at the end (still need explosion)
Gameplay
- Added containers below hanged access to add a way to drop without damages and give access for mobile classes
- Added containers next to blue spawn to give cover when pushing along the road
- Added containers between blue spawn and garage to give more variety on the space
- Moved truck in front of blue spawn to block sniper view between the hangar doors
- Other miscellaneous props

Visuals
- Updated the displacements around the map
- Lights in blue spawn
- Corrected name of capture points

Technical
- Packed the map

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