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Detailing overhaul
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Added a lot of details
Changed a lot of details
Incredibly minor clipping adjustments
Updated B death pit to better represent my ideas for it.
Changed the non-point part of A's building
Minor clipping changes
Various detailing changes
Adjusted clipping in a few spots
Redid almost all interior walls
Adjusted carpet texture
Modified jump pad particle
Various minor changes
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Detailing improvements/modifications
Melted snow
Various misc. changes
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FULLY ARTPASSED MAP!
Optimization!
Changed stalemate-breaking option to increase player's capture rates by one, rather than adjusting the point's cap times
Made some slight adjustments to ramps, adjusting slopes and replacing some with stairs
Various other minor changes one would expect with a b1
Special thanks to pdan for compiling the HDR cubemaps!!
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Redid geometry at B, now it's circular
Adjusted lighting at B
Added pickup patches instead of lazy brushes
Melted the snow outside (I finally saw how ugly the texture was with bump maps)
Did some minor detailing work
My first map to reach A10 after only
seven years of mapping, wow!! Young Norfolk was not very committed.
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Redid spawns to be on-grid and have cleaner geometry, hopefully all spawn points will function now!
Minor displacement cleanup
Disabled First Blood crits (thanks Fluury!)
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Made B slightly wider
Lowered jump pad volume
Improved some areas of map logic
Adjustments to the death pit at B
Various minor changes
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Rotated spawnrooms, hopefully to balance out the number of players going to each point.
Added an anti-stalemate mechanic, shortening the length of cap times if no points are capped in 45 seconds.
Improved lighting at B
Various minor changes
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Added a deathpit and HP kit at B, hopefully making it more interesting to fight on and around
Adjusted some geometry to hopefully enhance gameplay
Widened entrances to B
Added more spec cameras
Minor detailing
Various minor changes
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