Changelog:

  • Fixed missing playerclip on a roof
  • Modified route layout between stage 2 cp1 and cp2
  • Fixed some missing overlays
  • New skybox texture
Changelog:

  • Added plenty of skybox material in out-of-bound areas to reduce vvis compile times and optimize map (more fps too!)
  • Added func_nobuild to shortcut door for red
  • Fixed case where stickies would stick onto blockbullets at blu's spawn in stage 1
  • Minor changes to geometry thoughout map
  • Opened up the space around stage1 cp1 a bit
  • Increased cap time of stage 1 cp1 from 6s to 8s
  • Added one-way door for blu once cp1 is captured to prevent red from gaining access to upper area on cp1 side
  • Modified train bridge at stage 1 cp2, red no longer has access to flank up to bridge
  • Added new dropdown area for blu near sniper window
  • Fixed some missing overlays
  • Fixed small gap where players could shoot out of blu's spawn in stage 2
  • Minor changes around stage 2 cp 1
  • Increased cap time of stage 2 cp1 from 6s to 8s
  • Adjusted routes between stage 2 cp 1 tp cp 2
  • Moved red's spawn exit in stage 2 from upper area to adjacent stairs room
  • Reverted red's spawn timer on stage 2 to 10s when cp1 is captured
  • Revised flank route into stage 2 cp2
  • Modified layout around stage 2 cp2 to make it easier to navigate
Changelog:

Stage 1:

Noted issues:
Balance - Sometimes it was too hard for blu to push and other times they would steamroll depending on red's early set up.
Pathing - It was very easy for blu to push from cp1 to cp2 given how short the distance is.
Pathing - Red had a hard time trying to set up right after cp1 was captured by blu.
Clipping - Clipping above blu's spawn was missing.

Changes:
  • sharpened sunspread angle (idk i like it sharper)
  • reduced lightmap scale from 8 to 16 to attempt to fix out of memory/address space issue
  • extended blu's spawnroom space forward
  • added missing playerclip above blu's spawn
  • added new route near blu's spawn
  • editted blu's route to the roof section to cp1
  • added new building to lengthen route time from cp1 to cp2 right after capturing
  • slow-open door now starts opening 10s after cp1 is captured instead of 3
  • added door which closes right after cp1 caps to prevent quick access to cp2
  • added new routes from red's spawn to the upper areas near cp2
  • added new sniper window overlooking cp2
  • slightly reduced red's spawn timer penalty after cp1 is captured
  • adjusted item pickups around stage

Stage 2:

Noted issues:
Balance - cp1 was often times captured right away, red was setting up too far forward from where point was
Clipping - Clipping above red's building was missing

Changes:

  • extended blu's spawnroom space forward
  • added new shortcut exit for blu in stage 2 after capturing first cp
  • added new areaportals
  • widened doorway into cp1 from red's side

TO DO:

  • add additional areaportals for optimization
  • detailing
Minor update for testing

  • added env_tonemap_controller
  • replaced displacement texture
  • added additional playerclips around corners near doorways to help players navigate smoothly
  • editted playerclip on train bridge to be smoother around edges and corners
  • minor playerclip adjustments in additional areas
  • added blockbullets to step-ups on subway tracks
  • various minor quality of life adjustments

TO DO:

  • add additional areaportals for optimization
  • detailing