pl_stormguard

pl_stormguard A11

This update brings:
*Some fixed bugs - I have the full compile here over the fast compile of A10b -- thank you Berry for permission to do so!

That's all this update brings. Feedback is greatly appreciated as always!
This update brings:
*Final is now fully detailed!
*Added a new building at last, as well as another one along the track
*Added soundscapes around the map
*Added props around the map
*Fixed some clipping bugs
*Fixed some detailing

This will likely be my last update for C5 as my full compile is taking too long to finish (this is just fast)
Thank you!
This update brings:
*Clipping on the map! Now players won't get stuck on the few wood beams that I have sparsely detailed this map with!
*Windows now cannot be jumped through - feedback on this aspect is greatly appreciated
*Some areas have been kept clipped off - tell me if I should make them more obvious that they are inaccessable
*One or two areas are free for the player to go on, giving jump classes some nice height advantage!

As always, all and any feedback is greatly appreciated, especially due to how close the deadline is!
Last will come soon, I haven't forgotten about that, just got no good ideas as of now
This update brings:
*Layout updates
*Remade the interiors of some buildings
*Completely remade a building next to Blu's first spawn
*Added raised platforms around the first cap + a new building to add more cover and height difference
*Added some platforms and new buildings around the raised area between caps 1 and 2 + deleted a structure
*Added a new building next to Blu's first spawn
*Added a new flank route next to Blu's first spawn
*Did a detailing run over the map, feedback on it is greatly appreciated
*This includes rain and texturing + a few models

The last capture point's general area is quite unfinished as I have no idea how to properly detail it or what structures to add.

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All and any feedback is greatly appreciated as always!
This update brings:
*The complete wipe of all the space after the 2nd capture point
*Completely new area after the 2nd cap
*This includes a new spawn and flanks around that area
*New dropdown next to Blu's first spawn to encourage some more flanking for spies
*Added curved corners on the track instead of the ugly, dual 45* turns
*Recoloured window frames to add some contrast
*Floors are now 20% reflectivity (over the previous 10%) to make it seem less like a 'maze' and to lighten rooms very slightly

This took quite a while as I had redone a large section of the original third section, even adding a new point, before deleting that all and rebuilding the last third from the ground up.

As always, all and any feedback is greatly appreciated!
This update brings:
*A complete lighting overhaul thoughout the entire map!
*No more of those weird light splodges on walls halfway across the level from the lamp that casts them!
*No more dodgy shadows and ultra dark corners in rooms!
*No more horrible white lighting, now a lot nicer to play through the map (brightness will be tweaked based on feedback)
*Signs!
*Lots of signs throughout the map so the player knows exactly where to go!
*Track improvements!
*Added track models through the entire map
*Added rollback zones on the hills/ramps in the map
*A new Red spawnroom!
*Due to the fact that the cart went past Red's first spawnroom on the way to second, I moved Red back to a new spawnroom after 1st is capped due to how chokey that area was. Red now has 3 spawnrooms, moving back after each point is captured
*Windows!
*To make the map play better, I added windows throughout the map on some buildings.
*Some windows have wire in them; you can't shoot through them but you can see through them. This will hopefully allow teams to plan ahead a little better instead of rushing in blind
*Other windows are there to allow snipers more chances in gameplay. Other classes can shoot through these with a little more cover than doorways as well!
*Grenade block!
*Due to a strong area next to Red's first spawn where grenades could be spammed onto the 1st capture point, I have placed a blockade of sorts to stop that from happening
*Reworked the dropdown next to the raised exit from Blu's spawn and added a platform + doorway extending from the wall to help give some variation on that area
*Added patches under pickups to let you know where they can be found

Other minor changes:
*Slight changes on the texturing of the map
*Buildings added to the back of the deathpit next to Red's last spawn: Now looks much nicer without the white base of the skybox poking through!

There may be other things I have done which I have forgotten to put here (sorry!)

As always, all and any feedback is greatly appreciated on this map!
This update brings:
*Some minor detailing!
*Ground textured
*Ramps have been textured and detailed
*One or two small walls have been added/textured
*Changed lighting and skybox so map is generally darker but more consistent in its lighting

As always, all and any feedback is greatly appreciated! Please let me know of any issues you find!
This update brings:
*More pickups around the map
*Slight track changes
*Moved cart away from walls and corners in some locations
*Bridges over the trench around last to help slower classes who can't jump the gap
*Flank added around last, connected up a flank with the area near last
*Added a building along the track between second and last to block a large sightline
*Added a new Blu spawn after second cap due to issues with switching to Red's first one
*Added resupply cabinets to the spawns (Don't know how I overlooked this)
*Moved one of the doors on Red's second spawnroom further away to combat spawncamping
*Added some signs to help guide Red and Blu players towards the cart
*Made better setupgates
*Made spawndoors open faster
*Lowered roof on one of the flanks
*Added a building near Red's first spawn, containing an area to quickly overlook the cart and to seperate the two spawn doors slightly
*Changed layout there slightly to break down a strong sightline
*Added a rock to help with that
*Rotated Red's second spawn spawning positions so you don't spawn facing a wall
*Added a rock near first to try and help break up the large, open area slightly
*Added trigger_hurts into the deathpits to combat the lack of death

As always, all and any feedback is greatly appreciated! Many thanks to everyone who gave feedback during testing yesterday.
Version A6
This update brings:
*Clipping around the map!
*Nobuild areas on things that aren't clipped
*Various small lighting and brushwork changes

All and any feedback is greatly appreciated!
This update brings:
*A new flank route around the second capture point
*A new Red spawnroom at the end of the track!
*Spawndoors and visualisers on the spawn rooms
*Health and ammo packs placed around the map
*Slight lighting updates

As always, all and any feedback is greatly appreciated!