Changelog:
Nothing visual map is essentiall the same - although this time I think we have a winner < or at least much better in terms of gameplay.
- I fixed the bug that caused you guys to get stuck in that spawn room, when I recoded the entire spawn teleportation system and forgot to disable those two (red/blue) starting spawn rooms. They are now disabled and if for some reason they act up again the triggers are one way to open the doors, something I also missed on the last update.
- removed some props at the last cap areas
- after 4 playtests and seeing that virtually no one took the upstairs flanking routes to the last cap area to put the pressure onto the defending team, I rebuilt the access point so that the attacker who spawn in the top spawn room will run out and see the new tunnel that leads DIRECTLY towards the last cap area. This is probably the best gameplay improvement.
- put in a couple of team specific no builds - inside the control towers, no sentries that can cover all three doors at the same time. In fact you can only build in one spot so attackers will know where to shoot on entry.
- after hearing some comments about the force fields and how they interfered with sight in game for some of you, I removed them and replaced them with custom made signs that warn you about the low gravity sections.
- created a telelporter sign for the teleporter after hearing a couple of comments about "What's this? Oh, a teleporter!"
- nobuilds added in the waterfall areas that allowed teams to hide sentries, spies can still hide there.
- moved two frogs
- put the missing lights back into the center, hence center better lit
- reangled player spawns to face doors better
- find the mouse trap and get a surprise
- removed a couple of solar panels near center to help with the fps
Optimization :
Map still a bitch to optimize - have had to us occluders - some fairly large ones unfortunately because they're expensive but they have done the job.
Also was able to fix a couple of troublesome area_portals that I never liked, the good news is that some areas are better sealed, which is good but the adverse effect seems to be that you can no longer see the green house roof from the center combat zone fro some reason
Other:
I did try the warp tunnel suggestion but ti was just too much! Sorry.