Pasture

Multi Stage Pasture s2a3

  • New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.
  • Replaced small red corrugated metal piece on first point bridge with larger one to block headglitch
  • Enlarged bottom landing of staircase in sunken-down area, slightly extended middle staircase landing
  • Replaced exterior 50% reflectivity dev textures with 30% reflectivity on second point
  • Removed barrels near route to high ground on second point, replaced with small corrugated metal piece
  • Added staircase and landing close to back of second point
  • Replaced inside glass of one-way windows with tinted glass
  • Adjusted displacements
  • Fixed initial spawn times only being set on the first round, on first BLU now has a 4 second respawnwavetime and RED has an 8 second respawnwavetime. After capping first checkpoint BLU will have a 2 second respawnwavetime and RED will have a 10 second respawnwavetime.
    • This has also been fixed for stage 1
  • Added blockers to second checkpoint building to help route red towards first checkpoint, they disable on capture
  • Adjusted clipping
  • Slightly moved BLU's flank setup gate to cut off narrow sightline
  • Fixed odd collisions on grain bin
  • Moved first checkpoint 192 hu farther
  • Added hazard tape marking one-way door trigger
  • Slightly widened second checkpoint cart path
  • Added cover wall supporting wooden silo walkway
  • Restructured path to silo walkway flank to break up sightline
  • Slightly pushed RED spawn further back
  • Added hint brushes for better optimization
  • Adjusted displacements
  • Adjusted clipping
  • Added stage 2 standalone in place of stage 1 download
    • Featuring: The Mill, The Silos
  • Extended second checkpoint area
  • Extended exit of flank into second checkpoint area
  • Added window overlooking second checkpoint area from flank route
  • Removed crates leading up to flank route ledge
  • Widened second checkpoint choke a bit
  • Fixed short clipping on fence near second checkpoint
  • Adjusted props
  • Adjusted displacements
  • Adjusted clipping
  • Reworked the 2 routes added in the previous version
    • Short route is now a one-way door
    • Long route and exit area near barn side entrance is now a dropdown
  • Reduced RED respawn wave time on first checkpoint from 10 to 8 (Increases to 10 after first is capped)
  • Increased BLU respawn wave time on first checkpoint from 2 to 4 (Decreases to 2 after first is capped)
  • Added new entrance to larger building on second
    • Slightly lengthened the track/map to accommodate
  • Added 2 cubbies around second
  • Added crate near far high ground on second to allow jumping up onto it
  • Improved clipping on hay bales under barn window
  • Adjusted displacements
  • Added 2 new routes that open after first point is capped
    • Short route to the right of the barn from BLU side
    • Long route with medium health pack and full ammo kit to the left of the barn
  • Moved first checkpoint 192 hu further
  • Raised walls of barn slightly to block light bleeding through
  • Clipped hay bale pile under open barn window
  • Adjusted lighting
  • Adjusted clipping
  • Walled off catwalk facing barn entrance
  • Added more props in barn high ground to limit possible sentry spots
  • Downgraded medium ammo kit in barn high ground to small ammo kit
  • Downgraded full health kit near barn side entrance to medium health kit
  • Upgraded medium health kit below overhang roof to full health kit
  • Lowered fog start value to 0
  • Adjusted displacements
  • Adjusted clipping
  • Added fog
  • Raised skybox 256 hu
  • Moved first checkpoint 128 hu further
  • Decreased respawn wave time for BLU from 4 to 2 (same as after capping first)
  • Increased respawn wave time for RED from 8 to 10 on first and 9 to 10 on second
  • Added wall next to high ground entrance to barn
  • Upgraded medium health kit in side building on first to full health kit
  • Adjusted clipping