- Artpassed all underwater areas
- It's done in a sort of "propspammy" way - but, as I stated in this post, that's actually not more effective than combining them area by area, because Propper references the base-game textures - so, I might combine them in a future version
- Revisited some of the worst above-water areas (between B and C mostly)
- Painted a new sky texture - OBVIOUSLY because the map is getting into the game this Christmas and I don't want to give 5% of my revenue to Fiddleford
- I'll release all the custom assets I made for this map soon
- They're nothing special, but they're mine and what's mine is yours
- Added more detail to the 3D skybox
- This, along with the new sky, should help reduce the "empty" feeling the map has
- Fixed an error where the 3D skybox fog had a fade distance of 5120 which did not match the main map's distance of 8192
- Made the fog's colour more intense to compensate and to mesh better with the new sky
- Improved optimisation even further, particularly between A and B and between B and C
- It's already about as good as it can be thanks to intense skyboxing and areaportal practices
- There are still some areas that look kinda bad, so that's why this is B3 and not RC1
Gameplay, detail and optimisation feedback is still very welcome!
This version contains all the upgrades the Steam Workshop release of B2A had compared to the tf2maps.net release, including:
-A fix to an issue where the crane rope at D would consider its endpoint to be 0 0 0
-Two map-escape areas and one minor exploit being clipped off
Additionally, new to B2B:
-Two dev textures have been removed
-Some egregiously bad detail choices have been substituted, which also let me save on a few brushes
-For those who are interested the brush count is now 8179/8192
-You can now see the oil refinery near B from BLU's first spawn
-The map is now just 3 brushes under the limit of 8192
-Comment what you want me to make with the final three brushes
-Added menu photos
-Fixed a rendering issue around C related to an areaportal crossing the waterline
-Finally fixed the issue where the HUD did not properly represent B's position
-Updated the finale so that the magnet now comes down to the cart instead of the cart coming up to it
-The RED cart will now also disappear
-Added some extra displacements
-Shamelessly covered up a small hole in the boat prop with brushes because Propper fucking sucks and leaves small holes in the model no matter what merge settings I use
-Added supports to an otherwise hard-to-believe platform on A
Fun fact: There's a limit of 8192 brushes you can have in a map, and pl_boatload_b2 is just 12 brushes under that limit.
The map also has 512 overlays, with the limit being 512, and it has around 41 MB of lighting information, with the limit being around 41.5.
-Replaced the payload's metal raft with a first-draft boat prop (collision outline remains identical)
-Fixed player collision with the payload so that it will no longer teleport you to arbitrary positions and reset your view angle
-Artpassed all areas that were still dev-textured in b1
-If you spot a remaining dev texture please tell me
-Utilised areaportals, occluders and prop fades better in common framerate choke-points (A, D and the area between B and C)
-Replaced the A and C point structures with a cool metal generator-thing
-Added spectator cameras
-Added soundscapes
-Preliminary artpass over the entire map
-There's still a LOT of work for me to do
-But most of the big sweeping details have been placed so this version will act as a good framerate benchmark
-Zeroed in on optimisation to ensure that areas are sectioned off from each other, reducing the amount players have to render at any given time
-Small gameplay changes have arisen as a result of the artpass
-Small clipping bugs will also no doubt be present, and maybe even some large ones
-Adjusted the cart logic - getting stuck in the front will now teleport you to the back instead of the front, preventing a scenario where you would repeatedly get teleported and immediately get stuck again
-Moved C even further back into RED territory
-Moved BLU's first spawn points physically back 512 units
-This is this map's tenth non-bugfix alpha
-RED now has an 8 second respawn wave time to defend D (was 10)
-Halved the speed of the cart as it approaches the final path_track
-Blocked off a path at D that allowed BLU to flow into RED's strongest defensive position way too easily
-Added more cover around the lower parts of D to allow BLU to outplay sentries placed at this strongest defensive position
-There's now an actual flank between the B backward hold and C lobby area
-It's a little unintuitive as it requires you to go through RED's former spawn room but it's there
-Reduced the framerate of the water so it looks more still
-Reduced the opacity of the water so even users with expensive water disabled can see through it
-The opacity change might not actually have worked but I'm too lazy to test it
-Players now move faster underwater
-Completely redesigned the D point to act more like Borneo D and hopefully be less awful to fight in
-Moved B further back so RED's powerful highground sentry spots are less counterable just by using the cart as cover
-Tried to make several of the underwater areas more interesting to play in, particularly around C
-BLU now has a 4 second respawn wave time to attack A, B and C (was 3)
-RED now has a 7.5 second respawn wave time to defend A, B and C (was 9)
-BLU's fourth and final spawn room has been moved to a spot where it's faster for BLU to reach D
-Fixed an issue where players could become trapped at the front of the payload cart, unable to move or even look around
-Made the water more see-through from underneath
-Finally had a crack at blocking the sightline between the rightmost BLU spawn exit and the bridge on A
-Clipped a potentially overpowered perch at B
-Removed an accidental overlay inside a window frame at B