Lazarus

Lazarus RC4

Another day another... update! Here's what's changed!

- Shrunk health/ammo rooms in the buffer zones to make it clearer they aren't full rooms.
- Fixed players being able to stand above the circular doors.
- Fixed a duplicate rock.
- Fixed an issue where Valve assets were conflicting in filename with some custom assets made long ago and vice versa.
- Started some displacements at mid.
- Replaced a set of stairs with models.

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Movin' on up! Here's what's changed!

- Moved the point up the stairs to the mid ground.
- Moved the altar to the base of the stairs looking over the death pit.
- Changed medium ammo in the tunnel routes to small.
- Removed the trigger_hurt on the torches.
- Added crates to block sightlines at mid ground. Good ol' crates.
- Shortened balcony over the pit.
- Widened capture zone.
- Added small health and ammo to either side of the gate area.
- Disabled collisions on palm trees.
- Brightened lights shining on side entrance to the high route.
- Optimization?

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Here's another update in my endless quest to blitzkrieg through alpha testing and nosedive into beta at mach speed because I know no limits and this is all I do! Here's what changed!

- Removed pinch routes.
- Moved small health and ammo from the pinch routes to next to the circle doors at mid.
- Added lights pointing towards the entrance to the high route to make it more apparent.
- Added additional signage around mid indicating where the point is.
- Change entrance out on to the rope bridges into a circle door for consistency.
- Lengthened short windows at mid to match the longer windows.
- Fixed clipping on rope bridges.

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Small changelog, moderate changes? Getting closer to a happy design. Will likely test this version multiple times. Here's what changed!

- Added retreat path to the lower route at mid so players don't have to dive into mid or retreat and choose a new route in order to reach higher ground.
- Made bounds of the capture zone more clear.
- Widened entrance from spawn yard to the high route to make it more apparent.

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Back to my old tricks of daily releases! Here's what changed!

- Changed full health kit to medium.
- Fixed displacement seams.
- Opened up sides of mid.
- Widened back routes to mid.
- Fixed some erroneous soundscapes.
- Removed buffer zone between spawn and yards - spawn now immediately exits out to the yards.
- Added small health alongside small ammo in far side paths to mid.
- Added welcome point.
- Swapped some skins on signs to better reflect their respective routes.

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Rollback! Big changes to make it its own strong single-stage KOTH map so that I can pursue the original idea behind it all. Here's what changed.

- Removed the multi-stage gimmick and removed Stages 2 and 3. It's better this way.
- Rehauled mid to have a lower capture point focused near the cliff and changes to routes to reflect the new design.
- Removed underground mid routes.
- Revised behind-the-mid routes.
- Widened yard areas to be less claustrophobic, along with the area outside of spawn.
- Added full ammo to either side on the decks at mid.
- Moved full health up to the sacrificial pedestal overlooking mid.

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This one's a doozy! Here's what's changed!

- Added Stages 2 and 3. Lazarus now runs on a multi-KOTH gamemode where teams fight across 3 different stages. Winning either of the first two stages grant the teams advantages in the final stage that decides the victor of the round.
- Added additional signage to Stage 1.
- Opened up mid at Stage 1.
- Added secondary bridges from the high route at mid at Stage 1.
- Simplified a handful of corridors in Stage 1 to make them less claustrophobic and doorway reliant.
- Reduced capture time to 10 seconds.

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Here's your daily alpha of Lazarus! Here's what's changed:

- Made it clearer that the death pit is in fact a death pit.
- Added soundscapes.
- Fixed players being able to stand on the rocks in the death pit.
- Added signage to each of the respective routes.
- Made back of the mid building flat instead of convex.
- Changed high route to mid cut a sightline through the yards.
- Changed skybox texture.

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Who's ready for another round of blitzkrieg alpha testing? Me! It's me! I know not how to stop! Here's what changed:

- Fixed sets of security fences not being clipped.
- Fixed collisions on handrails.
- Fixed clipping on doorways so players no longer get caught on the sides.
- Changed up roof at the overlook to let in more natural light.
- Adjusted far route to mid to kill a sightline that went across from yard to yard.
- Fixed a displacement seam at mid.

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