Lazarus

Lazarus RC4

A final push to finalize things even more than the last version, this has a lot more polish to it. Hopefully! Here's what changed:

- Updated submarine bay routes to improve optimization.
- Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
- Fixed a hole in brushwork in the RED grate room.
- Optimized prop fades.
- Reduced detail sprites by 33%.
- Fixed a playerclip ledge on the submarine bay route doors.
- Updated 3d skybox.
- Updated tower overlooking mid.
- Added new rooftop models by Sedi.
- Updated menu photos.
- Minor detail additions.

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This is likely the last version I'll be submitting for consideration into the Jungle update. It's been a fun ride, and I've done all I've set out to do. Best of luck to everyone in the Jungle Update, we're all in this together.

Here's what's changed.

- Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
- Closed off outer-mid-route windows to improve optimization.
- Improved signage.
- Changed paint patches underneath medkits and ammo to white to improve readability.
- Fixed clipping in the stairs leading up to the top of the cave ruins paths.
- Changed ladders to appear less like a way up.
- Fixed the floating monitor in spawns.
- Improved skycards.
- Fixed some faces with incorrect cubemaps.
- Additional detailing and asset refinement.

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Took some time off to do other things but here's an update focused on optimizing as much as I can! Maybe even more in the future, who knows! Here's what changed:

- Prop fade optimization.
- Changed areaportals in the submarine bays to areaportal windows.
- Added filler overlays beneath the ivy and vines.
- Fixed continuity error in arrow placement.
- Fixed lower tunnel route to have a more apparent barrier.
- Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
- Additional hint optimization.
- Fixed clipping on certain pillars in the hallways.
I'm feelin' good about this and will likely be slowing down the development of it as I'm in a pretty comfortable position with it for now. So here's a Release Candidate! Here's what changed:

- Increased volume of waterfalls at mid.
- Disabled collisions on handrails in the side halls.
- Extremely thorough clipping second pass.
- Added more cubemap sources.
- Optimized additional prop fades.
- Reduced volume of hologram hum in spawns.
Big day! Here's what's changed.

- Reduced capture time from 10 seconds to 8 seconds.
- Fixed some visible nodraw in the spawns.
- Fixed rendering issue in the spawn fountains.
- Added a new Welcome Point.
- Updated Volcano.
- Updated stone materials.
- Added brand new detail sprites by Fuzzy.
- Fixed intersecting brushes on RED dropdown.
- Clipped off ledges on the side routes at mid.
- Fixed mismatched cubemaps on the side routes at mid.
- Fixed z-fighting at mid.
- Various minor detailing updates.
- Added menu photos.
- Uploaded to the Steam Workshop.

You can now find it on the Workshop here!

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Somewhat minor changes towards a larger goal. Here's what's changed!

- Fixed clipping on stone platform beneath the point.
- Fixed a ledge players could stand on above the battlements paths.
- Disabled collisions on gameplay signs.
- Expanded capture area by 50% and adjusted surrounding geo to reflect the change.
- Adjusted displacement blends to lead players along more clear and concise paths.
- Fixed an asymmetry issue in the rock spires.
- Updated collision mesh for the rock spires.
- Changed ocean texture.
- Fixed a prop clipping through a cave wall.

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Things are startin' to look up! Here's what's changed:

- Fixed smoothing groups in some parts of spawn.
- Noculled part of the hologram in spawn to partially render when standing inside it.
- Fixed collision on a lamp prop at mid.
- Fixed clipping on fences in the submarine bay.
- Fixed clipping in lower route tunnels.
- Fixed visible nodraw behind a pair of displacements.
- Opened up short wall overlooking the point.
- Added small ledges off the exits of the high route.
- Fixed a few visible dev textures.
- Enabled collisions on player space palm trees.
- Disabled collisions on wooden fence posts.
- Changed two small ammos in the high caves to a medium health and ammo.
- Updated detailing in out of bounds areas.
- Blocked a sniper sightline between props at mid.
- Fixed some clipping props in Red spawn.
- Improved lighting in and around mid and connectors.
- Fixed clipping behind generators.
- Fixed lighting on ruins at mid.
- Fixed floating lights in spawn.
- Fixed a repeating texture in the yards.
- Fixed mismatched cubemaps in the halls.
- Increased audio cue for mid finale.
- Added more spectator cameras.
- Fixed a seam in the water between player space and the 3d skybox.

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I'm gonna be honest. It's been two months. I lost track of any changes I made. It's fully detailed with a few minor layout changes, but nothing severe.

Fully artpassed with custom assets developed by Fuzzy, Sedi, Stiffy, Sky, and myself. It's a very large file.

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Back to rapid-fire alpha testing! Here's what's changed!

- Fixed a bug where players could stand on parts of the cliffside without touching the kill trigger.
- Improved clipping in mid corridors.
- Fixed clipping on gameplay signage.
- Added ammo to the ambush routes.
- Reduced size of capture area and made the boundaries more clear.
- Lighting improvements.

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Back again with another Lazarus release after spending time preparing Slaughter for its beta release, and Minotaur for the 72hr Jam! Here's what's changed!

- Pulled out the middleground of mid to be longer.
- Widened low side routes to be less claustrophobic.
- Added a highground back route to each team's side.
- Raised border around ledge overlooking point.
- Lengthened capture zone.
- Reduced size of small platforms on the low side routes.
- Added a dropdown section from the mid route to the low route on the cliff side, the large ammo has been moved here.
- Fixed clipping on rope bridges.
- Moved spawns slightly to the side of the low routes to give more inclination to take them.
- Fixed players being able to stand on top of the spike rocks.

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