Hierarch

Hierarch RC2b

Changelog
  • Repacked missing grass patch texture

I'll probably release a RC3 with a few graphical reworks in the future. Stay tuned.
Changelog
  • Actually compiled with Tool brushes (Clips etc)
  • Changed a few clips to blockbullets2 where it made sense
Changelog
  • Fixed multiple building-in-spawn exploits
  • Fixed some misaligned textures
  • Fixed visible nodraw on skywalk
  • Fixed and clipped blinds in BLU spawn
  • Additional clipping (Thanks @Crowbar)
  • Added soundscapes
  • Beautified mid lower building
  • Added hidden artificial light on blue ramp to make the cliff brighter
  • Fixed a floating window
Pictures
pic01.jpg pic02.jpg pic03.jpg pic04.jpg pic05.jpg
Reupload because of site problems
Changelog

  • Removed floating clock prop from mid building
  • Fixed a displacement seam
Changelog
  • Completely redid lightning, fog and similar
  • Increased size of upper side building door by 16hu so it's harder to get stuck in the cart there.
  • Removed a double ammo pack - No idea how it got there
  • Changed water texture to a larger size
  • Changed wire texture in red spawn to make it more believable
  • Replaced train wheels with other prop because train wheels make no sense (didn't even realize those were train wheels)
  • Reworked the crossing tracks
  • Reworked small building on battlements
  • Fixed one-way doors not opening on map win
  • Removed middle wall of lower mid building
  • Changed detail on bridge beam once more to make it more realistic
  • Changed props on last to make it easier to defend
  • Fixed at least one visleaf mistake i made earlier
  • Cleaned up brushwork, detailing, optimization
Screenshots
20160331025613_1.jpg 20160331025626_1.jpg 20160331025646_1.jpg 20160331025656_1.jpg 20160331025725_1.jpg 20160331025735_1.jpg 20160331025750_1.jpg 20160331025806_1.jpg 20160331025819_1.jpg 20160331025830_1.jpg
Yay, lots of cleanup, not many gameplay changes.

Changelog
Moved floating windows on red spawn onto their respective wall
Fixed glitched displacement roof on red spawn
Removed visible nodraw on small spawn exit door
Moved small spawn exit doors back onto the grid
Significantly increased the size of respawn door openers
Added props to top roof on mid to make it clearer that you can't get there
Added env_cubemap for water in deathpit
Fixed water in death pit for sub dx9 hardware
Additional optimization
Fixed clipping/solidity at a few places
Replaced stupid temporary tombstone prop with almost as stupid temporary lamp prop
Fixed missing displacement face on roof displacement
Added 3d skybox

Screenshots
2016-03-05_00008.jpg 2016-03-05_00010.jpg 2016-03-05_00011.jpg 2016-03-05_00012.jpg 2016-03-05_00013.jpg 2016-03-05_00014.jpg 2016-03-05_00015.jpg 2016-03-05_00016.jpg 2016-03-05_00007.jpg 2016-03-05_00009.jpg
Yeah, lots of work done. Filename is B3a because B3 has the old last.

Changelog
Added additional one-way path for attackers trying to push the ramps
Added cover on bridges to make spawns harder to camp
Moved all pickups on ramp back
Replaced medium health kit on ramp with small one.
Lowered barrels in barrel storage to make them less floaty
Added some artificial light to brighten up darker places
Added two bitchin' death pits
Early optimization pass
Redesigned last CP to make it easier and more natural to defend
Disabled team switch on round end
Fixed some displacement alphas (no grass through solids)
Fixed red sight-blocking wall at spawn (decreased width by 16hu, matching blu)
Fixed a lot of displacement texture seams
Moved observer points

Screenshots
2016-02-28_00002.jpg 2016-02-28_00003.jpg 2016-02-28_00004.jpg 2016-02-28_00005.jpg 2016-02-28_00006.jpg 2016-02-28_00007.jpg 2016-02-28_00008.jpg 2016-02-28_00009.jpg 2016-02-28_00010.jpg 2016-02-28_00011.jpg
Hotfix - Added missing textures
B2a:
Lots and lots (and lots) of clipping
Added more lights under bridge for visibility
Changed some lights in spawn
Added patches under pickups
Added a few more beams in outward buildings
Changed glass texture on outward buildings to green for visibility
Increased size of spawn door triggers by 48hu
Removed a visible nodraw
Added big signs on top of middle building to better show that you can't get over it (Model might change - BTW, i'm looking for someone to model those ^^)
More spectator cams
Detail work

Mapname is B2a because we found a few small problems after the first imp, which i fixed now.
2016-02-16_00004.jpg 2016-02-16_00005.jpg 2016-02-16_00006.jpg 2016-02-16_00007.jpg 2016-02-16_00008.jpg 2016-02-16_00009.jpg 2016-02-16_00010.jpg 2016-02-16_00011.jpg