Thunderbolt

Thunderbolt b2

- Changed map name internally to arena_thunderbolt_b2
- Full compile via compile pal, leading to much better lighting and performance
- Fixed broken cubemaps
Changed name from reloj to Thunderbolt, and updated the map description
Waugh Gaming has done an amazing artpass of this map, its really good :)

- Artpass of the map by Waugh Gaming.
- Added collision to some props.
- Changed around the positioning of the shipping containers in the back of the house.
- Changed control point capture time from 17 seconds to 15 seconds.
Changelog version b1:


First time ever hitting Beta on a map, pretty excited for this!

- Main focusing is on detailing, as I think gameplay is okay now.
- New swamp themed aesthetic - rain
- Readded the full ammo kit outside each team’s spawn to the side of the large bridge ramp.
- The two ramps leading up to the point are no longer displacements.
- Lowered the doorway of the back farmhouse by 36 hammer units
- Changed the medium ammo pack behind the point to a small.
- Moved back the chicken wire fence in the back farmhouse to allow for more gameplay space.
- Added a sawmill to the farmhouse for the ”le funny environmental hazard”. The medium ammo that was there has been swapped with the medium health kit as health is more valuable to risk death than ammo.
- Began the detailing process - the map boundaries are now different, Red retains the fence on the right of their spawn whereas Blu now has an (inaccessible) spytech base.
- Added soundscapes for outside.
- Added ambient environments to help improve immersion


There have been reports from the locals about T̴͙̬̗̖͕̺̥̹̲̙̊͐̒̿͌̓͝ḩ̴͓̱̫̯̼̯͕̱̲̃́̅͜è̶̡͙̜͈̦̟̲̓̋̆̿͌͆̕͜ͅ ̵͍̙͕̞̼̜̬̻̯̙̦̹̭͚͇͗͂̔̔͜[̵̩̈́͂̒̌̃̑̎R̸̡̛̠̣̙̥͓̹͈͓̱̘͖̔̃͝ͅE̴̟͉̟̥̝͇̰͖͖̺̟͙̱̻̔̄̾̈́̒̊̋̒̅͋̀̈̊͂̓͐̀̈́́͘͜D̶̰͖̐̂͋́̽͑̈́́̒͋̃̀A̶̢̻̤̬͌̃͆̾̾͆̎̅͒́̓̽͌̐̓Ç̷͓͖̮̬̮̙̥͔̼̥͊̑̑͗̿̚͝T̵̛̳͒̈́̄̾̿̌͛̈́͠Ȩ̶̢̧̨͖̤͍͓͎̣̮̼̖̣̫̮̍̎̍̋͊Ď̸͔̫̥̻̣̞̫̝̘̎̈́̒]̴̛̛̗̥͈͖͂͂͋̔̏͘, being sighted near the old barn.
Changelog version a6:

- Removed the skybox over the ceiling of the major buildings.
- Removed the weird block that divided the two ramps up the bridge. The ammo that was at the foot of the block has been moved.
- Lowered the map boundary on either side of the back farmhouse and made part of it playable to increase the playable area. As such the displacements on the corner out of each team’s coloured house has been raised to allow for smooth transition gameplay.
- Lowered the central divider building in the middle of the map that divided the map between the major house that held the control point and the farm house.
- Revamped the farm house - The raised area behind the chicken wire has been removed as playable gameplay space to help condense gameplay.
- Relowered the hazard tape surrounding the control point that marked the capture zone - in a5 it was 2 hammer units off the ground, prior to that (in a4 and prior versions), it was as it is now, simply in line with the floor.
- Turned some ramps into displacements
- Changed up the area behind the control point - there are now mini shipping containers to fight around.
- Increased the control point capture time to 17 seconds, up from 15.
- Made the walls of the farmhouse doorway only 16 hammer units thick, down from 32.
- Added 3 Easter eggs, can YOU find them?
a5a update changelog:

- Removed the duplicate small health pack in the centre behind the point.
- Changed the strange high ground to a simple ramp, and added a small ammo pack at its peak.
a5 update changelog:

- Removed the small height variation with the railing in the side building, as it made the room even more cramped. The medium ammo there has been completely removed.
- To make up for the map having 2 less medium ammo packs, There is a large ammo at the back in the barn, where the no entry door is. Also the health kit that was behind the chicken wire in the barn has been moved down and upgraded to a medium health.
- The hazard tape that marks the control point has been raised so that it is ever so slightly above the ground - around 2 hammer units.
- Removed the weird ramps on either side of the control point as they cramped up the area and didn’t add much to height variation.
- Made the large barn room door less wide.
- Lowered the cliffs past the out of bounds area to make it look more natural and for it to be brighter.
- Colour-coded the small roofs on either side next to the barn house.
- General brushwork has been improved.
- Made a proper roof for the spawn houses.
- Greatly widened the door frame for the team coloured room coming out of spawn.
a4 update changelog:


- Filled in the shack which had a medium health in it, as the vast majority of people thought it was a death pit as it was so low and cramped.
- Deleted the weird divider area behind the point, as it cramped the area. This also has the benefit of making the small health kit behind the point be much more noticeable.
- Removed the weird displacement under the bridge that people could get stuck on.
- Removed the large rock outside each spawn since it cramped the area.
- Moved the side building with the entrance to the back area further forward, and lowered the high ground with the medium ammo.
- Moved the tight doorway in the aforementioned team coloured room with the medium ammo further right, and made it much wider and further back.
- Added grey door frames to the entrances of the team coloured room.
- Added a small shack on each side attached to the central white pillar building to add some height variation and to create more interesting gameplay.
- Added some displacements with grass detailing in appropriate areas.
- Completely reworked the back area, it is now a large farmhouse style room with a high ground area behind chicken wire. There is a small health kit here on the high ground, so it is quite valuable to hold.
- Expanded the point area by 32 hammer units
- Increased the control point capture time to 15 seconds, up from 13.
a3a update changelog:

- Re added the control point prop, which I accidentally removed before uploading version a3.
a3 update changelog:

- The room containing the point has been drastically lowered, so that it is now the low ground. The two side entrances for each team from the other rooms and the entrance from the middle both lead down to it. This should prevent the main complaint from play testers in both a1 and a2, which was "If you gain control of the point you win", due to the high ground.
- The windows into the point have been removed, as they were hard to keep with the room being lowered significantly.
- Replaced some of the slopes with displacements.
- Extended out some of the height variation under the bridge.
- The full ammo packs outside spawn have been revoked back to medium packs, as they were in a1.
- The back area is now wider, the water has been removed after being unpopular with players. A small ammo is now at the centre of the back. with some high ground.
- The white building has been opened up, it contains a medium health kit (replacing the small health kit that was just in front of the building). The room is on the low ground to balance gameplay out.
- The ramp leading up to high ground with the medium ammo and the railing has been shortened to give more room to the side doorway.
- Many bits of clipping have been replaced with skybox to make the map run even better.
- The small high ground has been slightly lowered in the very back room of the house.
- I added and roughly detailed a nice house behind the map boundary fences.