Woops! Did a lot of testing while the Jam section was closed to updates. A lot has changed since A1! Here's what's changed since then:
Alpha 2 - 8/12/2017
- Fixed RED resupply cabinets.
- Increased lighting brightness.
- Updated particles for the Reanimator.
- Fixed visible nodraw above spawn doors.
- Reduced force of knockback on the Reanimator.
- Added some waist-high barriers to parts of mid to reduce mini-sentry effectiveness.
- Added another spawn exit that leads to a new outer route section to mid.
- Widened high balconies looking over mid.
- Removed two spellbooks.
- Fixed lighting on the Reanimator.
- Added a lower escape route around the back of mid.
- Updated visual and audio indicators for capture zone when active.
- Added more signage.
- Fixed Compilepal not properly packing the custom models for the spellbooks and pickups.
Alpha 3 - 8/14/2017
- Artpassed capture zone.
- Removed 2 skeleton spawns from mid.
- Disabled collisions on stone archways.
- Added slight handrails to capture zone.
- Fixed RED players being able to open BLU doors.
- Fixed players being able to fall into the pit, stand on some clipping, and perpetually scream without dying.
- Reduced spellbook count to 2, only available along the line of symmetry.
- Reduced large ammo at mid down to a medium ammo.
- Removed health and ammo from behind barriers on the lower mid zone.
- Turned two sets of medium health and ammo into one on the lower path out of mid near the skeleton gates.
- Reduced two sets of medium ammo to one on the higher path out of mid near the skeleton gates.
- Removed two sets of small ammo near the cliff spell.
- Replaced the Rare Spell effect from the reanimator blast with a Rare Spell overlooking mid that will only spawn when the capture zone is locked and not respawn until the next time it is enabled.
- Turned handrail overlooks from main routes into tall windows.
- Reduced volume of skeleton gates.
- Improved clipping on capture zone.
- Added patches underneath health and ammo.
- Fixed collisions on the operating table.
- Fixed custom particles overriding teleporter particles in maps loaded in the same session.
- Updated placeholder HUD indicators to be more clear.
- Updated particles and materials for the Gib Bucket.
Alpha 4 - 8/16/2017
- Updated model, materials, and particles on the Reanimator shield to make it more clear of a barrier.
- Fixed trigger_pushes not working in the pit.
- Increased light brightness.
- Bridges to the capture zone are now only available when the capture zone is active.
- Fixed players getting stuck in the handrails when blasted out of the Reanimator shield.
Alpha 5 - 8/18/2017
- Removed short wall near the cliff spell.
- Added hole in the floor near the cliff spell that drops down the previously underutilized sewer.
- Removed Skeleton King. Two skeletons still remain.
- Added cover to the capture zone.
- Players who get stuck in the Reanimator field will now die if caught.
- Improved clipping on the spiral staircases.
Alpha 6 - 8/23/2017
- Added func_nobuild to the Sniper nests and mid bridges.
- Changed flow of ramp immediately outside central spawn exits.
- Updated doorways in and out of spawn to flow easier.
- Opened up more of the hallways to cut down on claustrophobic corridor feelings.
- Added glass to the windows by the top central spawn exits, and fixed their clipping.
- Fixed a brushwork gap at mid.
- Added a HUD message for when the capture zone is active.
- Added additional cover to the outer rim of mid.
- Reduced medium ammo to small on the outer paths to the upper mid bridges.
- Improved clipping in death pit.
- Improved lighting on capture zone.
- Added markings to the capture zone.
Alpha 7 - 8/25/2017
- Fixed a resupply cabinet in RED not working.
- Added more cover to the capture zone.
- Revised area beneath the capture zone.
- Replaced medium ammo under the Rare Spell, and medium health in the sewer dropdown spawn with a Common Spell.
- Placed func_nobuild on the Rare Spell spawn.
- Improved clipping on the Reanimator Body.
- Fixed a bug where if a Skeleton spawned in an inconvenient place it would respawn at the map origin instead and get stuck in the capture zone platform.