luckything a11g

BYO water

  1. yrrzy

    lucky
    Hud issue fixed, thanks @Yrr for finding the issue
  2. last fix for this update hopefully

    lucky
    • 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...
  3. grounded

    lucky
    fixed non-solid props, and floating hut/props
  4. smol

    lucky
    • 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...
  5. sounds

    lucky
    forgot to include custom soundscapes in last update
  6. new door

    lucky
    • added a door on A flank to stop too much bypassing of defences until point capture
    • very minor detail changes
  7. C me now

    lucky
    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
  8. clipping

    lucky
    • A few clipping fixes
    • changed lights in red first spawn to not have sprites
    • changed crane model
    I dont remember what else
  9. clips

    lucky
    • 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
  10. explosive

    lucky
    • 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...