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Operandi A13

Alpine payload paying homage to Process and Gorge.

  1. It's Been a Long Time

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    I don't remember half the things I changed this version, but let's see how much I can remember.

    Changelog:
    -Adjusted lights to be warm or cool in certain areas (instead of flat white)
    -Tons of detailing adjustments/additions
    -Added a forward spawn for RED for just defending A
    -Removed doorway connecting Last to A due to previous change rendering it unnecessary
    -Changed ramp connecting crane room to pre-B courtyard into a dropdown w/ railing due to previous change, and to discourage BLU...
  2. Download Fix

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    Uploading A12 under a different filename due to a bug in TF2maps from the other day. That is all.
  3. the sky

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    Changelog:
    -Fixed skybox not having the sun in the right spot
    -Detailing adjustments
    -Added a few small arrows near the forward spawns
    -Adjusted height of the middle door into the yard before B to make using the upper route into the yard more viable (RED has less visibility into the crane room now)
    -Made windows at Beacon one-way opaque in favor of BLU
    -The guac is extra
  4. Smol

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    Changelog:
    -Readded rollback zone to C
    -Downgraded health in courtyard before B building
    -Adjusted BLU's D spawn times

    -Meant to fix skybox sun not lining up with the actual lighting but I'm lazy (ie I'll do it in A12)
  5. Simplification and Better Lighting

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    Changelog:
    -Updated lighting
    -Fixed some solid lights to be nonsolid
    -Made tons of walls (especially ones with windows) slightly thicker and less weird
    -Slight geometry tweaks at A
    -Removed dynamic door and doorway directly under the bridge entirely
    -Redirected forward spawn in room under the Beacon building to aim more towards B (also because of aforementioned change)
    -Removed dynamic doors from the entryways into B (except the train gate, that stays for now)
    -Simplified geometry near RED's...
    pont thanked this.
  6. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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    Changelog:
    -Made some of the packs on A slightly bigger in RED's favor
    -Rerouted the (formerly) one-way route into B to start in the courtyard instead of under the bridge and removed the one-way element
    -Removed weird inaccessible balcony at B
    -Redid cliff area at C to be an extension of the B building with a door-sized window overlooking the general C area on the rocks
    -Adjusted which doorways unlocked when B was capped
    -Added second BLU forward spawn at C to make flow into D potentially...
  7. d

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    Changelog:

    -Adjusted geometry in main B room
    -Adjusted lower hallway from B to room that unlocks on B cap so the exit isn't in view of C
    -Changed flank building at C into outdoor cliff
    -Removed connecting catwalk to aforementioned cliff
    -Adjusted ammo on smaller, older cliff
    -Adjusted geometry diagonal ledge near C cap, added door directly up to this ledge that opens on cap C
    -Changed stairs in computer room behind aforementioned ledge to retract on cap C
    -Detailing adjustments
    RevolutionTeam and MegapiemanPHD thanked this.
  8. Been a while

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    Changelog:
    -Removed unnecessary spotlights, added spotlights in key areas to highlight particular routes
    -Detailing
    -Reworked cameras so you can't spy on enemy as easily + added new camera for BLU at their first spawn
    -Changed staircase to medium ammo ledge at C into an outdoor pipe
    -Reworked weird metal battlements at C to be less weird and imposing on BLU's ability to push that area
    -Can't remember what else I changed lmao
    -Bruh moment
    MegapiemanPHD thanked this.
  9. A Distinctive Lack of Dev Textures

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    Changelog:
    -No more dev textures
    -McJohn Power has been bought out by Wood Electric
    -RED's base no longer has anything to do with rockets or space
    -Window with missing window pane at A is now sealed shut
    -Point A now has a radio tower
    -C now has a satellite
    -Changed all control point names
    -Slight geometry, pack placement, and lighting tweaks
    -Changed glass textures for the 50th time
    -Added spectator cameras with actual cameras
    -Other stuff that I forgot lmao

    Screenshots (which will also...
    MegapiemanPHD thanked this.
  10. Post-crash tweaks

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    -Did some textures on B
    -Door to ramp room leading up to defense platform at A locks on cap C
    -Other things that I forgot and I'm in a hurry again lmao
    MegapiemanPHD thanked this.
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