Highwood b17

My entry for the most bureaucratic contest I have ever seen, the Payload Checklist Contest

  1. b17

    Asd417
    Fixed missing soundscape
  2. b16

    Asd417
    Better optimization
  3. b15

    Asd417
    Added a flank for attacking point C.
    Improved optimization
  4. b14

    Asd417
    b14
    Made a fence in red spawn solid
    Added a piece of rail in the cave
    Diva Dan thanked this.
  5. b13

    Asd417
    b13
    Changed a cover between point A and B from rock to wooden fence.
  6. b12

    Asd417
    Post-judge feedback version for RGL 6s testing.

    Adjusted ambient light
    Fixed env_sprites that were misplaced.
    Repacked
    Fixed numerous clipping issues.
  7. b11

    Asd417
    -Gave the chimney purpose
    -Changed skybox brush arrangement to increase performance
    -Added fade distance for a lot of props to increase performance
  8. b10

    Asd417
    Added a small health kit in the hut above the cave. This should help blue push through point B just a little bit more.
    Added clip brushes to smooth collision.
  9. b9

    Asd417
    Increased delay between owl soundsin soundscape Grove.Outside (obviously the most important change in this version)

    Fixed one way doors being openable from both sides

    Packed Nax file (for those who might want to play with bots)

    Fixed texture alignment of skycards (so they dont have this annoying faint line at the top)
  10. b8

    Asd417
    Added door near point A. This should give both red and blue players more choice when defending or attacking point A.
    Added clippings.