Preposterous

Preposterous RC2

-A bit more artpassing, mainly in the transition building (with some slightly improved lighting).
-Minor clipping fixes (+other fixes).
-Optimization improvements.
So this is the first map I've made that's gotten all the way to RC1. I'm very excited, so... let's look at that changelog!

-Detailing is effectively complete.
-Added cubemaps.
-Added in a "pump status" system: screens around the map will show the team's pump systems depending on if they've captured the control point or not.
-Complete and total lighting overhaul. The map no longer looks like Call of Duty.
-Added nobuild to the towers so engineers can't build teleporters or sentries and camp the enemy team with basically no resistance.
-Added a cubby hole to the back area with some health.
-Added a small health pack to the top area to get people to spread out on that platform more.
-Cut the length of the spawn room's awning in half to make it easier for rocket jumping soldiers.
-Improved clipping.
-Altered the map's rock textures.
-Did a bit more optimization.
-Changed the pipes that go between the towers.
-Made railings not have any bullet collisions.
-Got rid of a weird looking brushwork railing and replaced it with a more standard railing.
-Made the map more better.

So yeah, like I said, I'm very excited to have finally gotten this far. I'll see you guys for the next one. But now, I think I'm gonna take a little break.
-Packed the construction assets in with the map
-Got rid of that dumb vent thingy
-Replaced a fence by the generator with a smaller fence that you can jump over
-Lowered cap time from 8 seconds to 7 seconds
-Extended top platform out so players can no longer shoot direcly onto the control point from there
-Raised the ceiling of the back building
-Removed a vision-blocking exit sign
-Removed some hydro barriers at tower
-The skybox now has a schweet new look
-Altered lighting a lot to improve visibility and make it look less bad
-Altered detailing at red spawn to make it fit better
-Artpass is now about 90% done (All dev textures are gone)
-Probably optimized the map

KNOWN ISSUES:
-Waterfall textures are scumbags and will randomly render on top of transparent surfaces
-Weird pop-in with some trees at blu spawn
-A stupid ghost light that I forgot to delete
-made rear building a bit larger
-added a teeny bit more health.
-added some nice rocket jumping perches to the rear building
-made spawn courtyard a lot less bad
-(Sort of) gave red-spawn an artpass
-changed an out-of-bounds detail area to an in-bounds not-so-detail area
-added a back pathway and building
-Changed up health & ammo a lot
-Removed clipping on tower platforms. (I'm interested in seeing how this change will effect gameplay)
-Temporarily FLIPPYSKRAGGLED the optimization (To make my life a bit easier for a bit)

KNOWN ISSUE: Odd invisible wall on the back flank (I couldn't be bothered to just put in 2 new sheets of metal and wait the time to recompile)
-Optimization. (duh)
*Mainly area portals
-Added HDR lighting
-Improved overall lighting
-detailing
-added a sick new overlay by de_fence
-Other stuff I forgot
-added river and skybox
-changed the point greatly
-changed glass texture
-changed catwalk texture on top & bottom layers
-lots of detailing
-fixed light_environment
-clipping
-other stuff