Pine Peak

Pine Peak b1c

Probably the last bugfix before the grace period is over!

- Stopped the saw from killing players after the shortcut opens
- Re-sealed the window on the left flank near the first point because it created some nasty sightlines
- Fixed a few nodraw textures
- Adjusted clipping
- Fixed wonky texture alignment
- Fixed missing spectator cameras
- Players should no longer be blinded when outside
- Fixed some lingering dev textures
- Fixed being able to escape the map through a non-solid door
- Fixed some clipping issues
- Fixed missing rollback indicator
- Fixed being able to place stickies on the sawblade and stand on certain parts of it
- Fixed weird, misaligned props
- Fixed some weird displacements
- Fix collision on cabinets in the flank at last
- Fixed odd lighting in some spots
- Fixed skybox making a wall invisible
- Improved optimization
- Fixed missing soundscapes
- Did a full compile instead of fast
- Artpassed further, removed dev textures
- Made a rough artpass over most of the map (still want to test a couple things before going all in)
- Miscellaneous detailing tweaks
- Opened up a window in the first area
- Added an extra window for visibility inside the point A building
- Opened up skyboxes a bit
- Redesigned part of the last point to flow better and feel less like a placeholder
- Instead of a generic pit, there is now a fun surprise when the cart reaches the end!
- Added clipping to some areas with annoying posts
- Redesigned the diagonal room near point A to have some height and block sightlines to flanking players
- Fixed a hole in the clipping above a building (that thankfully no one noticed)
- Tweaked the side route into last
- Raised up a rock in the first courtyard to prevent a nasty sightline into BLU spawn
- Added a third spawn exit out of BLU's first spawn
- Fixed a hole in the roof at point B
The map has been pretty tough for BLU! In an attempt to fix this, I have made the following changes:

- Tweaked pickups
- Removed the rollback zones before B
- Changed the left route into B into a one-way route for BLU that is opened as soon as the cart reaches the top of the hill.
There is also a clear audio/visual indication of this.
- The right route into B is now always open, but the sightline out of it has been cut off by a wood fence.
- Added a shortcut route that opens after B is capped to make it easier for BLU to leave their forward spawn
- Fixed one of the spawn room triggers being inactive
- Redesigned part of the transition area between B and C and gave BLU a better route
- Added a high ground area for BLU in last, accessible from a staircase off the main choke
- Tweaked the left flank into last
- Tweaked pickups in A to encourage engineers to build in the designated spots
- Added a small health pack in the area between A and B
- Moved the saw at B to hopefully encourage more gameplay around it
- Made the doors at B take slightly longer to open and added an extra door so RED players don't go down the staircase to a dead end

The choke at last was quite intense in the last version, so I also made the following tweaks:

- BLU now receives a bit more time after capping B
- Added an extra back area in last
- Gave BLU a safer route to RED's high ground in last
- Redesigned most of point A
- Tweaked a few routes
- Made point B less claustrophobic
- Added rollback zone before B and added doors that open after the cart reaches a certain point
- Changed spawn positions and gave RED an intermediate spawn
- Made some skyboxes a bit higher
- Tweaked pickups
- Removed some clutter
- Other miscellaneous adjustments