Marinara

Asym2 Marinara B0

Hey, only get to do a few more of these, people :O

Here's what's new for A3 of Stage 3

-Layout streamlined even more (hopefully?)
-Red spawn is more protected from the last point and the last point is more protected from red spawn
-First area and first point enlarged and geometry changed
-Preliminary soundscapes
-Demoman has been moved to a less distracting area
(-Known issue, dark above main door to final point room. Shouldn't lead to too much trouble, right?)

20161225003517_1.jpg
20161225003535_1.jpg
20161225003717_1.jpg
Happy Christmas!
Here's what's new for Stage 3's A2

-Layout streamlined, especially between the points. Lets see if this works better
-Final room: layout changed, cap zone shrunk slightly, demo mooved, all the important stuff
-Various small fixes
20161218134325_1.jpg

20161218134355_1.jpg
Stage three's here. Probably plays like garbage but I want to see where I need to focus on first
Point A:
20161213001648_1.jpg


Point B:
20161213001740_1.jpg
Pretty big changes to the Blu spawn, Point A, and flank route areas of Stage 2.

-Blu setup gates should be less spammable, Blu usually exits level, not uphill.
-Attempted to increase cover and decrease sightlines
20161127040143_1.jpg


-Flank route is not as far from the main route laterally, borders greenhouse building for a bit more "connectivity"
20161127040244_1.jpg

-Slight aesthetic changes to Stage 3 Connector building
-Red crescent removed
Almost exactly the same as S1_A3.
Not much feedback so not many changes, but here's what's new for S2's A2:

Point A:
20161116065557_1.jpg


Point B:
20161116065532_1.jpg


-Red spawn area is elevated, further from the point, and with more cover
-Some brushes at Point B converted to displacements
-Greenhouse's glass texture changed to a different stand-in. The final texture will probably be a combination of the two if i can't find something better
-Ammo pack in the greenhouse is now large
-Minor clipping and geometry changes
-The minorest of detailing
Not quite done with Stage 1 yet of course, but I want to see if i can polish this stage too.

Point A:
20161106014449_1.jpg


Point B:
20161106014613_1.jpg
Slight changes from A2, but I guess I'll make it a whole big A3

- Cap times lengthened from 3&6 to 5&10
- Route I blocked for A2 is now unblocked
- Part of BLU spawn wall slightly thickened to hide doors once they open
- Modifications to grating/windows in the point A building
- Un-nodraw'd things
- Arch at BLU spawn improved, clipped
Here's what's new for S1's A2:

20161018032413_1.jpg
-Point A:
--General rejiggering of area
--Blue spawn is further back, at a different angle and has an additional exit
--Capture area slightly bigger
-Point B:
--One path from A closed, may be reopened if this is bad
--The top of the cap point overhang thingie is now nobuild