PL_Logtory_B4

PL_Logtory_B4 B4

A12 changelog:
-made a few displacements adjustments so people don't get stuck under certain conditions
-fixed red spawn area
-added new closed doors to point C area, which on Point C capture open
-removed cover from one of the highgrounds on Point C
-added more pickups in certain places
Changelog:

-fixed some bugs
-changed building between point C and Last
-added a new one way door on last
-few optimization improvements
A10 changelog:

-Moved point B a bit further
-Reworked area between point B and C
-Made Point C area bit more opener
-Reworked Last (Now should feel more like Last)
A9 changelog:

pl_logtory has been reduced from 5 points to 4 points, in order to reduce the size of the map and time spent on it.

-point D area has been reworked into new last
-point C moved forward
-RED spawn change on cap has been changed (BLU stays mostly the same)
-made several layout adjustments to the area between point A and point B
A8 changelog

Optimization
-reworked skybox (no more boxed skybox)
-certain parts of the map in certain positions now don't load (map loads in parts) (this still isn't perfect)

There will be more optimization improvements in the future versions.

Layout changes
-reworked Point B area (payload no longer goes under the bridge, but instead up the new ramp)
(this change reduces the distance needed to push the payload from Point A to B)
-pushed point B and point C a bit forward (because of the previous change)
-reworked area between Point C and Point D (there is a new path over the previous cliff)
-other miner changes to the layout

Gameplay changes
-reduced added time on cap from 4 mins to 3 mins
(since certain points are now closer and following feedback that rounds are too long)
A7 changelog

-Fixed lighting on the map
-improved optimization (further changes in this regard in future versions)
-reworked 1st point area
rerelease fix - fixed lighting and some clipping

-made changes to improve the performance (fixing skybox border).
More changes to the optimization of the map are still in the works and planned to be made in future versions.

-reworked BLU start spawn.
-removed clutter and increased the size of Point A indoor building. (So there is more space to move around)
-Point C and Last have been moved a bit back, reducing the distance needing to cap.
-Added a high ground at Point C, so that BLU can have an easier time to push.
-Added more cover/paths in Point D area. (To make it easier to defend, since in previous playtests it was hard to defend for RED)
-Increased the size of Last and removed clutter.
-Reworked RED Last spawn room.
The maps version has been reverted back to A5 for the time being, since there were a lot of issues discovered with A6.
A6 changelog:
-made changes to improve the performance (fixing skybox border).
More changes to the optimization of the map are still in the works and planned to be made in future versions.

-reworked BLU start spawn.
-removed clutter and increased the size of Point A indoor building. (So there is more space to move around)
-Point C and Last have been moved a bit back, reducing the distance needing to cap.
-Added a high ground at Point C, so that BLU can have an easier time to push.
-Added more cover/paths in Point D area. (To make it easier to defend, since in previous playtests it was hard to defend for RED)
-Increased the size of Last and removed clutter.
-Reworked RED Last spawn room.
A5 changelog
Most of the changes have been made from player feedback, some are made to bring the maps layout to the new "standart"

-reduced the size of the skybox (reason: to improve performance. Further changes are planned to improve the maps performance)

-fixed players getting stuck in spawn after the point is captured adn spawns are changed (now players get teleported to the next spawn)

-reworked BLU first spawn

-added a new highround route in point A building (reason: so BLU has a third way to push)

-made a few layout adjustments to point B area (reason: in correspondence to A4 version changes)

-reworked the building next to red first spawn / point C (reason: to bring it to the current maps standarts)

-made a few layout adjustments to the area between point C and point D

-fully reworked lasts RED building (reason: from previous playtests, the buildings layout was too confusing and one sided. these changes are targeted to simplify the layout)


Known issues:

-performance

-clipping

-lighting