It's been hard working on this project feeling depressed and with a lot of other things to worry about in my life, but I genuinely want to see this map come to fruition as a Team Fortress 2 map I've finished.
I really like how it plays, looks, feels and it's based off somewhere in real life close to my heart; plus, I feel like TF2 could use a ton more tropical beach themed maps, they're super pretty!
Changelog:
- The water now only sucks you in once you go past the buoys, players were having trouble identifying when the water started sucking you in previously and felt it took control away from their movement rather than being hazardous. This change should hopefully both give player a clear indication of where they're in danger and let players feel more in control when near the water
- Detailing
- Removed the Geometry Reference "Creepy pasta room"
- Optimisation (3,000+ unused texture faces turned into Nodraw!)
- Fixed some Z-Fighting faces
- Fixed a hole in the ceiling of the upper flank leading to outside the map
- Improved indoors lighting, there should now be more of a gentle transition than a hard switch between outside & indoor lighting.
- Placed a fence on the beach to hopefully aid sightlines, I'm not sure if I like this change, especially since it's a thin wall in the center of the map and feels like a cheap copy paste rather than creating an interesting gameplay space, but I'll see if it incentivizes the beach more by itself or not