Kelly

Kelly b6a

-uploaded the correct file
-removed more custom content to decrease file size
-rearranged mid to make more paths through it along with more interesting geometry
-moved around health and ammo kits to help support attackers
-changed the staircase by spawn behind the intel room to open up a spy decloak area
-removed some doorways to open up pathways in each base to make them feel less soupy
-increased round timer for 4 min to 7 min and added a 5 sec set up time. Flags will be disabled during setup then enabled once it's finished. This is to give teams a chance to set up a defense before something like a scout can run in and take the flag before defenders know what they are doing.
-other things probably

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-removed some custom assets
-ripped out my ctf logic and replaced it with pont's CTF Timer logic
-changed around paths on the far side of the intel room to try and make it easier to get into the intel room and easier to attack sentries in there
-replaced patches under pick-ups with Zeus's timers
-changed some weird clipping that I don't understand why I did it the way I did
-removed some props in the base areas to declutter them
-widened multiple doorways in base areas
-added some func_nobuilds to places you shouldn't be building
-lowered normal round setup time from 10 to 6 seconds
-lowered tiebreaker round setup time from 10 to 8 seconds
-increased texture scale of water
-detailing
-fixed area where flag couldn't be picked up
-improved collision mesh on globe
-time is no longer added on winning capture
-moved around side enterance into base to the front of the building to make it quicker and easier to use
-moved indoor routes beside mid to try and help bring players together more
-detailing
-clipping

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-DETAILING!
-lighting changes
-detailing
-widened up left side of intel room
-made wall by flag in intel room wider to give more cover
-more detailing
-changed water from powerhouse water to well water so it can be seen through better
-detailing
-ignored red side
-added platform under windows in intel room
-curves
-more detailing than needed
-optimization pass
-env lighting changes and sun angle change to lighten up outdoor areas
-widened some paths into base
-fixed broken logic
-moved desk back at cap zone to stop sentries from being able to be hid behind it
-updated cubemaps to work better with detailing
-made flag capture areas more obvious
-updated tiebreaker! mechanic (previously called overtime)
-tiebreaker now uses comp tiebreaker announcer lines
-tiebreaker now has a forward spawn
-large parts of the base close off during tiebreaker round
-increased tie round setup time from 8 to 10 seconds
-lowered flag return time from 30 sec to 20 sec
-moved respawn exit to balcony to instead lead to the ground level to try and stop obsessive flanking
-increased size of intel room
-added cover to respawn room
-enlarged windows to intel room
-unnecessary detailing
-moved health and ammo on the left outside the bases by the stairs back a scooch
-fixed patches under pickups on blu side
-fixed crashing (again)
-pointless detail