Just pumping this update out for Sandwhips's gameday tomorrow. Don't remember half the things I changed other than small routing and detailing changes, a piece of cover added outside BLU's first spawn, hopefully fixing the shutter door at C, and lighting adjustments. Hopefully it plays adequately enough.
Alpine payload paying homage to Process and Gorge.
I don't remember half the things I changed this version, but let's see how much I can remember.
-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...
Uploading A12 under a different filename due to a bug in TF2maps from the other day. That is all.
-Fixed skybox not having the sun in the right spot
-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
-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)
-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.
-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...
-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
-Removed unnecessary spotlights, added spotlights in key areas to highlight particular routes
-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
-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...
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