luckything

luckything a15b

  • 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