This update has some big changes and hard cuts. I'm expecting some people to not like it, but sometimes hard decisions have to be made for the improvement of the whole. I think these changes will be very worth it.
- Removed the basement between first and second to reduce unneeded routes on the map. This should refine the "frontline" of combat a bit more, forcing players to use the main floor level to push through, giving it a bit of a "wide choke." This also makes it...
2 CP A/D map in the jungle theme
-Fixed missing soundscape, oops
-Packed in a nav mesh ARE YOU HAPPY NOW
-Updated localization files
Don't look into it too hard
Literally nothing changedLadyRaee thanked this.
Adjusted the clipping around the managers chair in Blu spawn
Added second route coming out of Blu's forward spawn
Reduced clipping around trees to allow more freedom to jump around them
Got rid of almost all of the vphysics console spam (two left, damn you!)
Adjusted lighting in a few places
Significantly more optimization (more fades, more hints, areaportal windows added, detail sprites reduced, unnecessary props removed)
More lightmap optimization/ adjustments
Oops that box didn't have collision
Fixed the box that didn't have collision
That box sucked
No one likes you anyway
Did some more optimization, like I do.
Fixed some clipping issues, like I do.
Ruined some sightlines for OP Sniper mains, like I do.
Did I mention the box? Fuck that box. (that's what she said)
Added crates so Blu can get to the upper balcony behind the sentry nest spot on first. This should help balance a really strong hold out better.
Overhauled env lighting completely
Tweaked lighting all over the map to reduce dark spots/ improve dynamics
Reduced occluder usage and did a further optimization pass on the map
Lightmap optimization/ beautification pass (reduced unpacked filesize by 10mb)
Reduced capture time on first very slightly
More minor bugs/ visual glitches fixed...
Overhauled lighting everywhere
More detailing and custom assets added (to be released later)
Large optimization pass (still more to do)
Significant clipping pass smoothing out areas and fixing bugs
Tons of minor visual issues fixed
Fixed train having a payload camera on it
Thanks to everyone who took the time to provide feedback!
Need to improve optimization further. May have went overboard with occluders and made things worse in spots. Will work on it more for future versions!
Full detailed the map using a custom theme using Pear's custom assets
Refined gameplay further
Ivy from Dr Spud
Tree leaves modified with permission from E-arkham's Antiquity model pack
Ground material and overgrown blends from Void and Fuzzy
Custom soundscape from Void
-More changes to the left side leading to first capture point, providing more cover/ height advantage for attackers pushing on this side
-New open door added to lower basement area coming from last to first. Door closes permanently when first is captured. This should make that lower area not as much of a dead end for defenders making their initial pushes out.
-Building on the right side of first (for defenders) changed a bit to match new attacker route
-Some cover scattered around last...
Page 1 of 2