koth_rural

koth_rural b3a

very small update
- Fixed a few props fading too early
- Fixed no_entry signs in front of the spawns to be centered now
Big optimization update!

- Added areaportals
- Added a couple additional buildings
- Other smaller optimization things
Building #1
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Building #2
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That's about it, the FPS improvement for me personally was almost double so this should lag peoples' games a whole lot less.

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Not really much different compared to b2a, just missed some overlays so I fixed that for b2b

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- Optimized the 3d skybox
- Improved lighting
- Changed the props inside the shutterhouse to make climbing up less clumsy
- Reworked spawn and spawn-adjacent areas a little bit
- Reworked the hallway in front of spawn to open it up more
- Added smoke above the chimneys
- Replaced some of the concrete areas with ground

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BIG update including a major artpass of the map (my 1st one ever) that turned out really good. The map also got an actual name finally, instead of koth_tocotowers this map is now known as koth_rural!

- Worked on optimization
- Made the crane on the side of the tower on mid non-solid (rip funny hiding spot)
- Replaced big snow monkey with a big chimney (rip snow monkey)
- Fixed the coloured lines on the courtyard concrete being seen through walls
- Many other minor changes
- BIG ART PASS MAP LOOKS SWAG NOW

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- Reworked both spawns
- Added a cow
- Added no-build zones to the crane on the tower and the area behind mid shutters
- Reworked cliff to open it up a little bit more
- Optimization
- Added a cow
- Added other minor things

Edit: noticed I forgot to remove an extra fence on one of the cliffs, will be gone in a5

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- Worked on optimization
- Slimmed down the towers on mid a little bit
- Added a health pack under the bridge (forgot to add this in a2) and small ammo packs on both sides of mid
- Moved the fence by cliff back a little bit to nerf an aggressive sniper sightline
- Added a conveyor belt to the courtyard and a new bridge going over the truck side of the courtyard
- Other minor changes