Orbital

Orbital Final

Gameplay:
=======

- Simplified BLU's Courtyard Right-Side [BETTER MOBILITY]
- Widened Doorframe in "SALT ROCK" Warehouse [BETTER MOBILITY]
- Car wash on CP A now has No_Entry [AVOIDS CONFUSION]
- Cleaned up Sightline [FROM A TO MID]
- Cleaned up Sightline [FROM BLU TO A]
- BLU's Courtyard is now less Prop-Heavy [LESS CLUTTER]
- Replaced Ammocart with Standard Cart on CP A [AVOIDS CONFUSION]
- Moved some Props around in BLU's Courtyard [BETTER COVER]
- HEALTHPack in BLU's Courtyard is now MEDIUM [WORTH GETTING NOW]
- Added 2nd Resupply Cabin for RED's First Spawn [AVOIDS LONG WALK]
- Fixed being unable to immediatly push the Cart after it leaves the Car Wash
- Removed FULL HEALTHPACK on Sniper Purge Point [TOO ADVANTAGEOUS]
- Moved BLU's Main Spawn Resupply Locker more forward [AVOIDS LONG WALK]
- Red Forklift is now climbable [PLAYER REQUEST]
- Added FULL AMMOPACK in Storage Room close to CP A [FOR SETUP]
- Clipped Metalpile in new Flank Route [BETTER MOBILITY]

Visuals:
=====

- Fixed misaligned Textures
- "Spawn Update" CP shows up as "SPAWN UPDATE" on HUD [HOPEFULLY PEOPLE REALIZE NOW]
- All CP's Names are now CAPSLOCKED
- Recolored Gameplay Signs for BLU

Optimization:
=========

- Adjusted Prop FadeIn/Out Distances

Changelog Video:
View: https://www.youtube.com/watch?v=Vu7w_gAxjq4
Gameplay:
=======

- Removed Halloween Mode [BECAUSE OF CRUMPKIN SPAM]
- Removed MEDIUM HEALTHPACK in Flank Room [BENEFITED RED TOO MUCH]
- Removed One-Way Door [CAUSED SPAM]
- Removed Collision on a small Rock [PLAYERS GOT STUCK]
- Removed func_nobuild on the Outskirts of RED'S last Spawn [PLAYER COMPLAINT]
- Moved BLU'S forward Spawn [BETTER POSITION]
- "Dead End" Room is less cramped now [LESS CRAMPED]
- Added Extra Route for BLU [MORE ATTACKING OPTIONS]
- Added MEDIUM HEALTHPACK where BLU originally had their Forward Spawn [ASSISTS RED]
- "Spawn Update" CP is now hidden, only Shows up on HUD [TO AVOID CONFUSION]
- Increased Width of the Ramp outside of A Building [BETTER MOBILITY]

Visuals:
=====

- Removed Dustmotes [CAN GET "THICK"?]
- Moved a Spectator Camera which was in the Wall [REMOVED BLACK BORDERS]
- Textured 1/3 of RED'S first Spawn
- Textured 1/3 of BLU's first Spawn
- Added Cubemaps [REFLECTIONS]

Optimization:
=========

- More Faces have Nodraw

Changelog Video:
View: https://www.youtube.com/watch?v=dMHjiRYvjUI
Gameplay:
=======

- Conveyor Belt at the End doesnt push as much anymore
- Workbench near Container is now relocated to avoid Headglitching
- Fixed being able to capture CP B infinitly
- The Cart wont roll back beyond Previous Captured Point
- Decreased Red's Respawntime
- Blocked Sightlines
- Added Indicator for when Spawnrooms change
- Increased Wallsize in Blu's Courtyard

Visuals:
=====

- Added Halloween Decorations (lasts until the end of Octobre)
- Added Map Pics
- Removed Shadows on Watertower
- Removed weird Rocket Shadows
- Added more Detail
- Added proper Lights
- Fixed CP Props showing the wrong Color after being Captured

Optimization:
=========

- Adjusted Prop FadeIn/Out Distances

Changelog Video:
View: https://www.youtube.com/watch?v=rNNNj_5pK0s
Gameplay:
=======

- Clipped the Watertower
- Changed Dropdown on Last to a Ramp
- Reduced the use of Security Fences
- Red's Respawn updates after Blu pushes the Cart to the White Line
- Added Cover for Blu's Spawn when exiting
- Added more overall Cover
- Added more AMMO and HEALTH
- Added Flank route after A
- Added Ramp in "Keep Out" Room
- Relocated some Doorways
- Removed Collision with Gas Can
- The Cart now goes through CP A faster
- Fixed Red's Teleport to Last Spawn
- Added Final Event

Visuals:
=====

- Removed Shadows on Car Extras
- Removed Shadows on Starting Poles
- Changed Skybox
- Changed Lighting
- Made the Car wash become a real thing

Optimization:
=========

- Adjusted Prop FadeIn/Out Distances
- Added more Occluders

Changelog Video:
View: https://www.youtube.com/watch?v=FLr01D9YUlM
Gameplay:
=======

- Red Players will now be teleported to second Spawnroom after Cart enters second Building
- Reduced Respawntime for Red
- Increased Respawntime for Blu
- Added func_nobuild in Red's Last Spawn
- Added time from 4 Minutes when Capturing A, lowered to 3 Minutes
- Crate next to Yellow Van is now jumpable
- Added more Ammo around the Map
- Removed some Brushes that got in the Way
- Removed Gate on Last
- Fixed some Clipping
- Changed all SMALL AMMOPACKS to MEDIUM AMMOPACKS
- Highered Fence on A, to block Sightlines
- Moved Red's first Spawn

Visuals:
=====

- Changed Blu "no-entry" Texture to Red
- Fixed visible Nodraw on Stairs at B
- Spectator Cameras are now limited to the Current Locations of the Cart
- Added more Environment Sounds

Optimization:
=========

- More func_detail
- More Hint/Skip
- More Occluders

Changelog Video:
View: https://www.youtube.com/watch?v=wrPDBWIl20U
Gameplay:
=======

- Added Kill Trigger to Final Event
- Added more Ammopacks around the Map
- Added Sign to direct Red
- Added third Control Point
- Removed a Resupply Locker in Blu first Spawn
- Right Sideroute for Last is now more open
- Clipped Container close to Blu's first Spawn
- Clipped the Satellite Dish
- Closed the Gate on Last, you can't shoot through it now
- Wood stack on Last is now higher up, Player's Heads were visible before
- Extended Map

Visuals:
=====

- Added Map Description
- Added more Spectator Cameras
- Fixed visible hole on Last

Optimization:
=========

- More Props now have FadeIn/Out
- Learned optimizing with Hint/Skip
- Added Areaportals

Changelog Video:
View: https://www.youtube.com/watch?v=1Wps5fGPCyM