luckything

luckything a15b

fixed a teleport brush that was too big
blocked off a red flank on B-C
The main changes are an added red forward spawn for C and the flank at B being made one larger area but with smaller entrances.

  • cleaned up some displacements where unintentionally non-walkable
  • changed area around B flank to better allow red out without needing to push through choke
  • changed the B flank to be on larger area with specific choke entrances and some space for dm
  • moved capture zone back a bit for B
  • reduced brightness on lights at bottom of B ramp
  • walled off some of the highground looking down to B
  • added forward spawn for red during C
  • adjusted some path_track to try and make cart not float
  • smoothed some displacements
  • fixed alignment on a door at D
  • removed some duplicated cart ambient_generics
  • fixed the dynamic bridge zfighting when 'open'
  • fixed an overlay
  • fixed some clipping
  • tidied some brushwork

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Changes have largely been made to remake C and improve defensibility of D. The area leading up to B has also had a flank changed to try and make it a bit less chokey.
  • slightly changed main spawn exit for A, with an inclusion of one-way glass
  • made some areas around A and B more spacious - widening area/doorway and removing some parts
  • did a bit of displacement improvement around A
  • added some slight high-ground in forward B building
  • fixed the signs being rotated when C is capped
  • changed some routes on C, routing a far flank to emerge more focused with the other routes
  • C now has some routes added that open up when captured
  • routes in to C area have changed, as has the area itself. the buildings are now surrounding the point, which itself is in open low ground
  • changed cover around C
  • added some ammo near C
  • blu forward spawn for D has moved back a bit, though in a similar position relative to the edge of map
  • smoothed and slightly widened the area of D choke
  • removed the red dropper route on D entirely so blu cannot use it at all
  • extended the track that falls in to the pit
  • added some cover on area outside of red D spawn
  • made some glass on D one-way, and added some (normal) glass on a walkway where previously blu had an easy time of spawncamping
  • opened up some area around D floor for engie nests
  • added some safety railing around payload pit
  • added some clipping around the map where needed
  • added some displacements for the ground
  • added a cool very intentional red texture on one face of a brush
  • removed a ramp that gave blu easy flank access on red at D
  • fixed a displacement
  • added more lighting for blu spawn
  • removed some unused OOB blocks
  • changed route of C to be the lowground route
  • added new (3 level) building over C
  • removed a brush on the side of building that was previously making it difficult to take down sentrys
  • repacked the map this time (!)
  • removed some clipping that was partially in the way of B's unlock route
  • changed some lights

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good thing I checked - forgot to compile ldr in previous version

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  • pl_luckything_a5a0001.jpg
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  • lowered wall near hold at A
  • made the tunnel which sees sniper spot at A larger so snipers are more visible
  • moved red first spawn [A and B]
  • moved B slightly further in to red territory
  • slightly nerfed sniper sightline on B with a rock, and added a flanking tunnel to where a spawn used to be
  • red first spawn opens up after B is taken
  • added a new flank area for b->c
  • moved blu spawn for B->C
  • moved C further, and added new area for the point
  • reworked D (almost entirely)
  • moved blu spawn for C->D
  • clipped some things and filled in some missing brushes
  • added signs to label points
  • removed spaghetti routes
  • (from v4 but forgot to list) - upped blu's respawnwavetime +1
unhid func_detail for my compile...
  • raised stage above B
  • moved A inside building
  • added flank route on B
  • neatened some brushwork and clipped some awkward places
  • reworked whole of first point
  • added some props to jump around in blu spawn at setup
  • added another route after B is capped
  • removed unnecessary door within blu spawn
  • added new flanks to the building after A
  • added camera for players entering map
  • changed some window sizes around Last
  • dimmed some lights that were excessively bright