Reckoner rc5

5cp map in a clean, industrial greenhouse facility.

  1. Still Standing Strong

    phi
    The long-awaited new update is here! All sorts of polish and some important layout changes.

    Changelog:

    - Mid is back under the bridge, baby!
    ---- Alongside this, the two small healthkits on mid have been moved to the stairwell areas, rather than on the grass.
    - Toxic has been completely redone!
    ---- It now comes out in the old location, but with a much nicer route to push through.
    ---- WAY higher ceilings
    ---- Side area for dodging spam
    ---- The forward spawn had to move, so it's got a...
    Collaide and MegapiemanPHD thanked this.
  2. Quick fixes

    phi
    - Fixed clipping issue on ramp on second
    - Changed instances of the shutter door prop, made them easier to avoid interacting with
    - Edited fence props on second slightly
    - Removed fence in cargo
  3. The Reckoning

    phi
    - Shortened length of the entire second point area by at least 128 units in all spots
    - Moved greenhouse on second point area to a more centralised location
    - Removed a building on the edge of the second point to provide a much better view to the beautiful skybox
    - Removed second crates on mid
    - Fixed clipping bug
    - General polish and preparation for the future.
  4. RC3 IS HERE.

    phi
    • **FIXED BUG PRESENT ON RED LAST SPAWN DOORS**.

    • Remade toxic's choke into mid completely – this includes repositioning the entrance and the adjacent forward spawn. A brand new open-choke design is now present, alongside much nicer opportunities for jumps into mid and on crates from the new room.

    • **MID IS NOW ON TOP OF THE BRIDGE.** Mid is no longer on the low ground. NOTE: This is not a change which is set in stone – I am testing out the idea to see if it encourages a more enjoyable...
  5. Reckoner RC2 - extensively polished

    phi
    • Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
    • Bent shack roof
    • Added metal ramp from side-of-mid up to bridge again! It's wider than it used to be, as well.
    • Shortened length of side-mid angled jut-out by 64?-ish units, a bit more point space now
    • Shortened metal entryway from cargo (why haven't I done this already? it's like free space on mid)
    • Expanded space within stairwell to...
  6. Release Candidate 1

    phi
    Changelog:
    • Removed circuit breakers around the entrances to lobby which held stickytraps easily
    • Clipped lobby-green-room main exit to second
    • Widened said exit in order to make passage easier
    • Added shutter door to said exit
    • Added window next to the shutter door of said exit
      • Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you...
  7. Minor bug fixes

    phi
    • Fixed minor asymmetric clipping bugs
    • Fixed 3d sky showing in a place it wasn't supposed to
    • Made entirety of flat portion of bridge over mid opaque
  8. Reckoner B3: Ready for Insomnia58!

    phi
    • Removed water crate on last that provides a bad sightline

    • Fixed asymmetric clipping on certain vents in lobby

    • Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet

    • Reduced ceiling size in various areas to provide less bouncing and better splash coverage

    • Moved around doorways in upper mid-second connector (cargo) to prevent a sightline from one side to the other, this will make pushing through easier

    • Opened...
  9. quick fixes

    phi
    - fixed dynamic player shadows showing through certain walls
    - fixed weapon models showing through certain walls
  10. beta 2, just in time for esea s22

    phi
    • Changed shack on second to a mini greenhouse-storage shed, adds visibility and cohesive detailing

    • Various small clipping fixes

    • Rotated staircase in short connector from second to mid

    • Various color changes to make areas more team-cohesive

    • Increased time to cap on second from 6 to 7

    • Reduced time to cap on mid from 11 to 9 (For reference, second was 6 and is now 7)

    • Recuced time to cap on last from 3 to 2.5

    • Smoothed out/simplified some displacement ground around second

    •...