Mountain Edge

Multi Stage Mountain Edge A14

- Art Pass'd half of the map
textured the one of the dev texture building
- Changed some stuff in the First Stage, BLU spawn area or more.
- Fixed Red Players able to open the door in the First Blu Spawn
- Fixed the Skybox Train
it's not sticking out of the tunnel
it's not floating anymore while going
it's not fast anymore

- Fixed VERY NOTICEABLE BLACK Texture in the First Stage
- Added missing pickup overlays
- Added a new exit/area for Red team in first stage
- Added a Medium health-kit in the Second Stage
- Reduced some Arrow Signs...????
- some stuff i forgot adding this list
Forgot to Packed the map,.

File name is still pl_mountain_edge_a13.
ahhhhh wow
- Fixed Some Terrible Clip Works
- Changed a few things in the BLU First Spawn Area
- removed some props
- moved the barrel that covers sightlines
- added a wall to cover sightline idk
- moved the Floating Cow

- Removed that weird box 'office' thing with glass in Red Spawn Building
- Moved Red's Spawn Points
- New Area and an Exit for Red's First Stage Spawn
- Two new Area Portals in the last point
- Payload Rail Prop Fade 'Optimization' on the First Stage [half of em done]
- Func-Detailed the building on the background on the Second Stage, Last Point
- Lowered the light_enviroment, so snipers can see their laser sight crosshair thing
- Changed the Fog Color [not for 3d skybox]
- Textured a building
- Payload Rollback Zones fixed
- Cart will be now slow if its on a rollback zone
*Enabled fog
*Added Cubemaps
*Added Clipping on not-collidable-railings
*Added 2 BLU Team logos on their blu spawns.
*Downgraded the setup time a BIT [1 second downgrade ..lol??]
-=38 days since a11 mmreeugaHhhhhHHHH=-

Changed Map Layout Entirely
Changed Map Layout Entirely [Execpt thr first area]
Changed Map Layout Entirely


^Changed everyone's respawn buildings
^Changed the Skybox
^Changed the Single Stage Payload logic to Multi Stage

Optimization [poorly done, but will edit it]

Fixed stuff that is broken from a11

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Packed the Map properly

*Added Rollback Hazard Overlays on the First Cart Rollback Zpne
*Added stuff a little in the map scenery
*Added One Way Door Triggers after the Payload cart capping stuff
like in ypward

Moved the BLU Player Spawns a bit
Moved some props in the Third Payload Checkpoint Area

^Changed Stuff in the Third Payload Checkpoint Area

Adjusted the Fog to about 4000
Adjusted Optimization stuff

Fixed the Red Players able to Loadout Change Teleport thingy
- Fixed Payload Cart being slow after going in the Finale rollback zone
- Optimization it's still laggy because the 'vvis' is set to fast ??
- Remodeled the Finale Rollback Wood Stuff Thing
like that one wooden structure in upward in last
- Adjusted Fog
- Fixed Clipping Issues
- Changed stuff a bit in the Third Payload Checkpoint Area
- Nodraw'd stuff
- Added Another Rail in the Path Below Red's Second Spawn

Current Issues;
RED Team can teleport to their Third Red/Blu Spawn

Soon to be Fixed or Add™
Can't explain but that red one way door trigger after blu triggers the second payload checkpoint and stuff
map's compile options ar;
Vvis is fast
Vrad is normal

- Adjusted the Fog
- Area Portal Optimization
- Removed Weird Clipping on RED'S Second Spawn
- Fixed Both Team's Spawns
- Adjusted the wood ramp near the Third Payload Checkpoint
- Expanded the Third Payload Checkpoint Area
- Nodraw'ed stuff
- Removed the Wood Trim thing around the First Payload Checkpoint area
- Added Cubemaps (i hope this one works)
- Moved some Both Team's spawn points a bit
>>CUBEMAPS NOT FIXED, WILL FIX IN 'a10a' idk lol<<
>more stuff will be fixed later, or tommorow, <<,

because i am just tired of this Hammer Editor™ errors

Map Layout Changes
- Removed the Tunnel Flank Route

*Added Handrails in the Catwalk below Red's Second Spawn
*Added stuff in the map scenery a little bit of - [ex. trees and rocks, buildings]

Moved the BLU SPAWN BUILDING A BIT FORWARD
Moved the Player Spawns a bit

=Happily removed Clipping in the air, because it was stupid [also complaints]

^Changed RED'S First Spawn Door Exits

/BLU will Spawn in RED'S Second Spawn after capping the Third Payload Checkpoint

Nerf- GOOD BYE SNIPER SIGHTLINES, ADJUSTED FOG BACK TO
IT'S A8 VERSION

Fixed the RED Players Teleporting back to Last Spawn When they Touched the spawngates.

Continued Art-Pass thing a bit.


removed cow(s)


i should start shorting the update list
The Update where i finally changed the version string and the compressed map to the download button,

- Compressed the Map.
120 MB > 32 MB