Manteca

Manteca b1

if anybody wants to finish the detailing don't ask just do take it from my github
BETA!!!!!!!
I'm not too happy with some of the interiors however they can be adjusted in later version so I'm not too upset about it (for now). No 3d skybox either, probably gonna add that next version.

- Detailed the entire map
- Adjusted the lighting
- Opened up house on mid
// Very expiremental change; probably shouldn't have done this in beta oops
// Goal is to make playing around sniper more dynamic and playing as sniper more rewarding

- Removed cover off the side of house
- Added a window to spawn
- Adjusted stairs on mid
// This looks less weird now
- Added observer points
- Adjusted collisions near ramp
- Adjusted clipping
- Reverted theme changes
// I didn't like them. Oh well. Some textures stayed tho, and the trims are nice to have
- Adjusted Cap Time
//14 -> 12. Should lead to cleaner caps
- Fixed skybox issue around ramp
- Clipping adjustments
- Widened some doorframes
- Raised towers on mid
// People thought they could be up there. Raised them to make it more obvious.
- Made the box in street smaller
//Still blocks the sightline, but makes navigation much nicer
- Fixed some missing pickup patches
- Removed Dropdown
// Was more annoying than anything
- Adjusted Ramp from Tower to Main
// This area should be easier to navigate AND less sniper prone. A win-win if I've ever seen one.
- Moved sightline blocker from tower to the actual house
- Fixed Up Jump Pad
// Unfortunatley, this stupid Jump Pad is necessary for the map to work properly.
- Added some more signs
- Added proper Cubemaps
- Texture Changes
// I fucked up some of these so they'll need some adjustments in the next version
- Reverted Changes on House
// Felt like too much of an extreme highground + other sightline changes nullify its only benefit
- func_detailed some parts of house that REALLY should've been
- Extended Ramp
// Mostly accomidates for the Cellar changes, but also just makes it nicer to stand here
- Lit under Ramp
- Widened up Cellar
- Cellar exit now spits you out on ramp
// These 2 changes should make cellar a much nicer position to be in. I wish I could raise the ceiling, but Batts being right above won't let me do that
- Adjusted position of tower
// Sightlines, Makes that area feel less tight
- Added a little sightline block off cellar's tower
- Added a dropdown from Batts to Lobby
// Felt the rotate was to long. Still kinda slow because you need to crouch.
- Various Clipping Changes
- Flipped doors on Main Building
- Adjusted Brushwork in spiral
- Added a structure and tower to left
- Widened Valley
- Adjusted spawn courtyard + entrance into warehouse
- Added Signs
- Adjusted Lighting
update notes are for losers
Manteca a2a changelog

- Packed properly
Manteca a2 Changelog

People really liked this map, which I'm very pleased about! Hopefully if this version goes well I can get some Highlander testing.

Spawn
- Removed Right Spawn Entrance
// Declared Useless by many people
- Added new Left Entrance w/ Highground
// This should alleviate some of the spawn camping problems seen in the first playtest
- Added cover to higher entrance
// The new spawn gate opened a pretty nasty sightline from batts to the spawn door. This change should make it so you can at the very least exit spawn.

Mid
- Gave some more space behind point and in bottom left
// People claimed that there wasn't enough space there, so I've extended the brushes here
- Reworked the entrances in cellar
// This area was very tight before. I don't see an instance of this flank without the double choke, however.
- Added health and ammo to cellar
// I want people to use this route more, so I added some more resources here to make it so you don't have to back out as far. We'll see how it plays.