-removed more unintended custom assets
-removed more intended custom assets
-moved 2nd shared spawn between B and C so red has a longer walk time to B while blu is pointed in the direction of D better
-moved around routes between B and C to make them more difficult for red to use when defending C. Hopefully this will keep them around the C area instead of pushing too far to blu spawn
-replaced large grain sack model with a new map specific large grain sack model
-detail and clipping changes
-other things I don't remember
-changed around spawn time's for when A, B, and C are capped
-closed off blu's upper route at D, opened a 2nd window above D entrance, and widened the double windows to be a balcony.
-detail changes
-clipping changes
-moved around blu's first spawn more to help players avoid hitting their head on the front exit doorframe
-other stuff I've forgotten
-detailing changes
-moved around stairs in first blu spawn so players won't hit their head on the top of the forward exit
-changed health and ammo at C
-changed ammo at B
-Pushed D closer to C and moved the building D is in around to be more straight forward. This should make it easier for red to get to C for defending.
-mixed old and new ideas around for C's new location
-clipping changes
-detailing changes
-lighting changes
-skybox texture change from a custom one to the one from granary
-removed some custom content that I didn't realize I was still using.
-changed upper balcony at D to give blu less access to red's spawn
-changed shortcut doorway at D to a one way door and added a second one way door on the other side of the room.
-raised the ceiling in blu spawn
-lighting changes
-detailing changes
-increased blu spawn time for attacking C and decreased red spawn time for defending C
-changed which window was open for blu to use by C
-added some cover at C
-moved around health and ammo at C
-added prop jump for red to reach high ground at B
-optimization
-tried to use detailing and building architecture to guide red players to B when they spawn at the loading dock

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-changed around sun angles to try and make outside areas have less flat lighting
-removed custom pipes at D
-upped brightness of lighting in many indoor areas
-clipping changes
-minor detailing changes
-removed lamp by D's bottom entrance that blocked being able to shoot at the highground there
-other things, hell idk anymore
-moved around health and ammo
-detailing
-removed some custom content in the hope of reducing file size
-upped brightness for last
-other things I don't remember since it's been a while since I've worked on this map
-changed geometry and detailing between A and B for optimization purposes
-moved around some health and ammo
-other small things I don't remember
-lighting changes
-blocked window drop down between A and B by red first spawn into a regular drop down to block a sightline in that area
-clipping changes
-detail changes
-detail clarification edits for last
-made open and closed windows more obvious at last
-moved around and added ammo packs here and there
-pallet sack stack collision fixed
-improved lighting under stairs by B
-clipping fixes
-out of bounds detail changes at C
-some skybox detail changes