Whitecliff

Whitecliff rc4a

  • Changed the radio back to the wav system for proper music loo
  • Fixed 1 detail sprite from a displacement clipping with the grou
  • Removed the mat_phong parameter from the scaffolding met
  • Added a menu ima
  • Added and adjusted spectator ca
  • Upped Luxel Scales on some brushes to fix lighting bu
  • Changed prop skins to match Humbridge so no pre-load asset bug missing textures would occ
  • Updated OOB credits to be cooler
Sure the map's already RC but I just want to polish it before a workshop release (Hoping to release it alongside Humbridge it'll be a cute dual upload)

  • Cleaned up custom asset filepaths/usage
  • Added new custom models around the level for a final artpass
  • Fixed a bug involving the gate being able to be capped a second time by a tank path trigger
  • Added some new fences to block sightlines around mid
  • Added new nobuilds to (hopefully) stuck bomb stuck spots & one cheeky rock teleporter spot Engineer could use to troll teammates during RC3
  • Removed Pebbles
  • Turned some brushes into func_brushes to remove collisions on certain wall details
  • Modified some custom textures
  • Replaced the old custom wood beam texture with func_brush wooden brush detailing
  • Added Non the Ninja's custom forwards upgrade station music (previously only seen in Humbridge), alongside the accompanying radio model
  • Modified some Luxel scales for sharper shadows
  • Fixed some nav issues involving how bots would interact with some park benches
  • Fixed the Portcullis kill trigger extending through the wall next to it
- Removed reverse compatability, will be made a seperate version at some point in the future as needed.
- Further artpassing
- Removed underused assets to help trim file size
- Finalized the artpassing
- Re-implemented the 3d sky
- Updated sign assets on the museum and store
- Some slight changes to the in bounds space to fix issues with the 3d sky.
- Fixed some textures that were misaligned
- Slight optimization tweaks
- Factory has been pushed forward closer to the connecting road.
- Courtyard has been truncated with cleaner routes, especially around the factory.
- A sign has been added to the cliffside by the store to provide some cover on the lower route.
- A detail overhaul of the hatch/red spawn area
- Optimization improvements to prevent long stretches of the map being rendered.
- Soundscapes added and improved.
- Seagull infestation


Todo
- overhaul to the factory interior play space.
- re-artpass of multiple areas
- reimplement 3d sky after improvements
- Further optimisation

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Huge backlog of changes from constant updates up until the event version artpass, converted back to not being spooky. The list of changes is exhaustive but the core points to know are below.

- The map is now mostly detailed (currently going through a re-artpassing so current look is subject to change)
- There is now a forward upgrade station in the bot yard.
- Weird bell building is now a hot looking factory, has a extra exit that drops you onto the concrete overlook.
- Last overlook building is reworked to not be a out of the way flank.
- The map is mostly sorta optimized, still looking for other ways to increase fps but also already pulling out all the stops.
- The funny frog in spawn is gone.

Todo
- re-artpass (currently being worked on)
- Heavily improve/get more pop files for use (there is a reason we are not including the pop file for this download rn)
- Find a fix for the weird shading bug happening in the death pit.
- Find a fix for the other weird shading bug by main bot dropdown.
- Swapped train prop for lorry as it made more sense for the area
- Added more cover and ramps around the bomb hatch zone
- Hollowed out side building along the road
- Added a side ledge above the water pit to allow a quick way back up given enough jump height
- Blocked out some buildings around the map
- Slight height variation at mid yard, with more cover
- Changed cliffside terrain to displacements
- Swapped a few fence props out for more consistently sized fences
- The telephone box has grew legs and has moved approximately 500 hu to the right
- Shifted water LOD's around to try and avoid weird quirky water bug
- Redid skybox segments to be better optimised
// Pop file
Wave 2 Scorch shot pyros are now Flare pyros
Wave 4 and Wave 5 have been swapped in wave order to better align with the difficulty of the waves
- There is now a pub breaking up the alternative route geometry from being as linear.
- Added new health and ammo pickups around the pub.
- Added new nav avoid's to ensure bots don't attempt to climb a rock.
- Started implementing soundscapes (there is like 1 for now but more will be added on later)
- Tried to fix the water texture problem (tried)
- Cliffside building has been simplified
- Lowered wall near town entrance
- Added another upgrade station, both are within spawn near their accompanying spawn doors

Patch notes left out from prior version
- Secret Toad
- Adjusted the space around bot spawn to make it less narrow
- Area around first is now displacements
- Opened up another route for players to go from Bot spawn to further back in the level
- Evened out the ground near the artillery cannon
- Added a new route around gatehouse to allow players who fell down a way back up near the hatch
- Spawn has been temporarily artpassed, still subject to change.
- Added cover along the long straight away by cliffside
- Building by bot spawn has been closed up
- London assets have been added for some detail around the map
- 3D Skybox removed for now
- Added an icecream shack (it does not sell ice cream yet)