luckything

luckything a15b

  • fixed the areaportal
  • made doorway on A flank a bit covered up. hopefully not too much...
  • more lighting
  • fixed a railing missing an end piece
Minor changes

  • fixed nodraw
  • moved skybox back from a wall
  • brightened some lighting
  • fixed a displacement tear
  • changed some item pickups
  • rotated the cover on C highground
This update mainly focused on trying to make D a bit more fun again, while keeping it defensible.

  • moved blu's left flank entrance @ A to be closer to the others, allow for easier rotation, and for red to be able to have a bit more control over it
  • moved an exit @ B so that it's more difficult to jump on to the rocks
  • changed some lighting
  • change fade distance on some barrels
  • opened up blu's left flank @ C
  • moved the C alternate exit
  • added a door to the surf room which unlocks on C cap, to help keep red's focus on the point during C
  • added a one-way door @ D where previously was a dropdown
  • added a route down to the lowground that doesn't need blu to cross sniper sightline, and gives red another way to pressure blu now that there's a one-way door
  • widended lowground route and flattened slope a bit
  • the ramp up for the platform route has been put back in on blu's right hand side
  • clipping and a bit more wall @ left A flank
  • some height adjustment of left B flank
  • some prop_dynamic turned in to static
  • a few lights added where I forgot in previous version
  • fixed pitch of shadows (hopefully?)
  • changed highground on RHS coming out of A
  • lowered a window
  • fixed some nodraw
  • added a bit more lighting in @ D flank
  • changed a ramp up @ B flank
  • changed A->B connectors to be more focused together so red does not have such an easy time flanking
  • changed blu spawn doors' width
  • added small health kit on left flank @ A
  • added a barrel for a slight bit of cover on sentry in first area
  • added one-way door on left flank @ A
  • narrowed an entrance to A
  • cubby added on RHS of A->B
  • C - routes are similar but changed geo around point, and made flank a bit less wide. blu should not be able to walk over C so easily
  • D - changed the tunnel route for BLU to be less advantageous and exit sooner
  • changed right side defensive positions available to RED @ D so that they are more defensible (mostly because tunnel doesn't exit to them now)
  • made blu's right flank @ D to be a dropdown, and a propjump up for red
  • made a lot of brushes in to actual displacements rather than fake ones
  • added a gremlin
Some pickups changed around C (bumped up health kit, and added a new medium ammo inside house)
a displacement fixed
Restricted an unintended sightline at C
by popular demand, added some pink to blu's spawn

This will definitely be the last one for a11. Definitely.
Hud issue fixed, thanks @Yrr for finding the issue
  • fixed an un-walkable displacement
  • pretty sure I changed another ammo pack but I can't remember now
  • added window to the B flank upper entrance, to try and make it more visible, and to give some info on what's sitting up there.
  • also added some lighting since it was too dark
  • fixed the ramp going up having some jank vertices
  • added lights around the blu entrance to B. hopefully this entrance is visible enough now, and an advantageous area can be seen connected to it so that people use it more
  • removed most of the fencing that was added in beginning of this version, leaving only one part to keep the sightline blocked. I am not against removing it entirely (so back to a10), but I'd at least like to see how it plays out
  • added a small bit of detail and textures
  • fixed a barrel prop fade distance
  • slowed the rising ramp to try and help prevent people getting stuck in it
fixed non-solid props, and floating hut/props