Paradise [OLD]

Paradise [OLD] B4

- Major optimization tweaks, lots of hint, nodraw and skybox adjustments to maximise fps - still lots of work to do
- Some displacement work, still lots of work to do
- Adjusted soundscapes
- Increased detail and some reworking of 3D skybox
- Properly pathed detail sprites so some of the map features pretty grass!

I want to retest the new point - I don't know if the map is fun, half the players don't know there is an underground lol

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- Reworked mid point again, removing side doors from point building and adding a tunnel to waterfall instead
- Increased cover around point
- Added new highground advantage above point for either team
- Raised ground in waterfall pool to prevent headpeak snipers and heavies
- Adjusted water textures again (thanks Custard!)
- Opened up sky on main ramp, lightening up the point area
- Added HDR

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- Detailed Blu side
- Detailed Red spawn
- Improved 3D skybox
- Added Canaveral water (Thanks Custard!)
- Began displacement work towards mid (its gonna be a looooong process)
- Added team based particle effects to the aztec statue face above point
- Removed some of the lanterns from the point for less annoying LOS and movement
- Clipped many objects that we're originally using vphysics
- A lot of various detailing changes that I cannot remember :)

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- Fixed a miscompiled gas can
- Door to basement changed from outside to inside, allowing for direct access from spawn
- Newly detailed point
- Removed tunnel in beach rock
- Began detailing, red side mostly

Big moves in the bay!

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- Redesigned routes from spawn to mid, rebuilding all structures between
- Added additional drop down from yard building into underground flanks
- Redesigned waterfall to be inside a cave, moved healthkit onto ground
- Adjusted water and sand to be better built
- Redesigned Spawnrooms to be closer to point and allow for easier navigation

Overall I'm really happy with the current design! I think as long as the new connector buildings play well, I could be close to nailing down the design. I am still concerned that people find it too big or that the routes are confusing, but to me it feels like thats just being unfamiliar with the routes. Plenty of maps required a good couple games to understand all the routes, something you don't get from a 15 minute playtest.

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- Redesigned capture point, moving it forward and adding a building at the back
- Retextured all cliffs
- Lowered water depth so players can crouch in water
- Pick up balancing

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- Swapped the health and ammo kits in mid, so the health is on the high ground
- Moved spawns 256hu closer to mid
- Fixed visleaf issues in blu cliff route
- Made water at waterfall and beach deeper to extinguish flames and wet players (neon time!)
- Increased shadow brightness for better readability
- Extended cap region to edge of stonework
- Minor detailing for fun
-Fixed packing of custom content
-Added seaside detail
-Revamped routes and cover near point to reduce funneling and create more dynamic gameplay
-Opened up a courtyard buffer between spawn and point for less choked fights
-Moved spawnrooms closer to the point
-Added ramp from lower water to the upper cliffs to cut down on rotation times
-Added small flank in beach rock
-Pick up balancing
-Additional new details (models, particles, soundscapes)