Adjusted the lighting around the map to be a little less warm, especially indoors
Heavily optimized the map further
Implemented a number of small bug fixes and adjustments
Updated custom asset usages
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 so red doesn't have as many places to hide from Blu as they get pushed back.
Removed door leading into train station on last to coincide with basement missing. The lower area will have less importance, and the train station should be a little easier to hold once attackers push in, with less ways for defenders to take it back.
Adjusted left path out of first to second transition area into last, added a drop down from upper restaurant area into it. This should hopefully give it a little more focus for attackers, making it a decent option to go to the left side of the map, and making the upper restaurant area more useful.
Added staircase going back up from lower last area to walkways on "attackers" side, makes the pit less of a trap that you can only get out of from one direction. This also let's red cross through that area when rolling out and not hit any dead ends.
Changed environment lighting to be brighter, less orange, and changed the skybox to match. Removed a number of lights that were no longer needed in the map. The map felt a bit too gloomy and overly orange. Things should be brighter and clearer now
Fixed a large number of visual bugs and issues, I forget, I did a lot of little things since the last update.
Replaced that roof material everyone has been complaining about since we reartpassed with a new one, SURPRISE
Tweaked some timings slightly
Fixed a bunch of visual bugs
Fixed a bunch of clipping issues/ exploits
Did some other stuff, I forget
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
Overall general polish pass, making things consistent
Apparently put a nodraw face on something that I'll have to fix later :|
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!