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Inside of A, a piece of cover was removed for sentries to get some more visibility
Changed the door to B flank from blu to be larger, and simplified B flank route.
A window has been added next to this door in place of some small brushwork
Replaced crates with a (floating, I know...) security hut
Added an upper level to sniper deck area of B, accessible through the flank.
Skybox and blockbullet separators have been put between a lot of buildings to stop spam over the top.
Some pickups have changed slightly.. I think
custom soundscapes should be back in. I don't think they were included last version.
forgot to include custom soundscapes in last update
added a door on A flank to stop too much bypassing of defences until point capture
very minor detail changes
Changes were largely made to C and routes into it
Changes to C, its holding area, and one of its flanks.
bridge now replaced with a staircase room that opens on cap, but moving ramp is kept.
experimenting with blocking a sightline on A ...
Added a wall for main entrance at D to see how pushes are affected
changed some ammo
fixed some clippings
added some bread
A few clipping fixes
changed lights in red first spawn to not have sprites
changed crane model
I dont remember what else
clipped the pallets on top of the crates
fixed sentries not being able to build in underhang near B ramp
smoothed displacement at B
fixed a teleport brush sticking out at red first spawn
removed erroneous trigger brush
changed some ammo pack sizes
lots of clipping changes
B point has had some detailing and structural changes around the point
B flank no longer exits outside red spawn, but will exit near the point (still same number of exits)
added explosion and kill trigger at D
made smoke particle at D a darker green
changed the sawmill soundscape to a custom one so that waterfalls don't have thunderstorms
info_decal changed to overlays, and some brush sides reassigned
some displacement creations and changes
a wall near blu spawn A has been rasied so heavies don't have such an easy time looking over and shooting
added some trigger_push on the stairs that rise up to try and help players not get stuck in them
fixed a spawn door that players could get stuck on
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Minor tweaks to make some areas more interesting and some important clipping changes.
added some props and blocked route for initial directing of red players towards A (which disappear on A cap)
added some geo around area before C to make it less of a flat plane
fixed some major clipping issues
fixed a nobuild not being big enough
extended a cliff slightly outside of blu last spawn so players can't walk off so easily
blocked some sightlines that were unintended
added some geo to replace crates at D while also blocking off a drop that was easy for red players to accidentally fall in to pit
Minor fixes and changes
removed lip above entrance to D
moved ammo + small health at C from stairwell to ground floor so more visible but more exposed
removed a small lip/ramp at A to simplify space (no route/access has been changed)
clipped a transition between displacement and floor
fixed a displacement edge sticking out of the ground
added a displacement near B ramp so that players don't get caught
dimmed a light so that it doesn't look too much like a route
added some props on top section of cliff for C flank, to make it less dangerous pushing in.
a few props added on outer areas of gameplay space
The main change is that the B->C route has been simplified
widened some parts of the payload routes
widened the chokes at A
added some detail over the rock that stickys could hide inside at A
moved C and D areas to align the C track to be a straighter route (so that it's easier to follow)
moved B->C flank to be simpler, and branching from main route (rather than from another flank)
moved red first spawn slightly to move flank routes in place
red first spawn will now teleport to C once B is capped
tried making some more displacements (some will still look a bit square)
added clipping to smooth some things