Rift

Rift RC3

Release Candidate 3
-EXPERIMENTAL: Added a Battalion's Backup effect to the flag carrier only, halving sentry damage and resisting 25% of all other damage.
-Added a round timer
-12 minutes initial and max time
-4 minutes added each capture
-Extended bomb return time when dropped and capped
-Removed radio effect from custom announcer
-Added some more spectator cams
-Changed the lighting logic on lantern props
-Fixed up and changed some small details
-Hopefully further improved optimization
Release Candidate 2
-Added brand new custom announcer, voiced by MegaPieManPHD!
-Further improved displacement cliffs

-Improved optimization
-Improved skycard lighting(still not perfect, unfortunately)
-Fixed physics on beer bottle props
-Remade abysmal arch brushwork and added more faces
-Fixed a spot you could get stuck on outside the gold room
-Added an easter egg(see if you can find it, post a screen here if you do)
-Fixed some misaligned ropes
-Fixed a visible nodraw
-Fixed a perch point clipping error
Release Candidate 1a
-We did it reddit!!!
-Brightened everything up
-Fixed pop-in errors
-Added a new structure in the 3d sky
-Remade most displacement cliffs
-Added some extra details in sparse areas
-Changed the MvM bomb response system to play an announcer line rather than a klaxon
-Added a whole bunch of ferns
-Fixed some lighting errors, particularly in spawn

-Added some more ropes/wires
-Fixed mismatched lighting on many lampposts
-Added more killable birds

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BETA 13

-Removed timer, rounds now just go until someone wins
-Added a trigger so standing in your own capturezone will prevent enemies from capping there
-Hopefully fixed flag ownership sometimes glitching out
-Added a small ammopack in the elevated shack
-Many small lighting & detailing improvements
-Fixed some popping and other visual issues
-Changes too minor to merit a new batch of screenshots

-Added killable birds
-Smoothed out a ton of areas that required jumping(not sure what I was thinking)
-Improved lighting and detailing in many areas
-Moved wall of crumbling temple to make defending that route easier, and added some barriers to facilitate that change
-Hopefully improved optimization across most of map
-Fixed pop-ins on various cliffs and towers
-Edited fog and env light settings
-Deleted and redid most of the messy brushwork
-Func_detailed some things that should have been
-Blocked off some annoying sentry spots on mid
-Lessened ammo value on mid
-Removed some custom content that didn't really need to be custom
-Removed a lot of unnecessary prop clutter
-Rewrote the dumb lore that probably no one has read
-Many misc. bugfixes
Beta 11

Technical

-Fixed a few lighting bugs
-Removed some unnecessary hints
-Fixed some bad brushwork
-Fixed some bad smoothing groups
-Hopefully fixed cubemap and custom content packing errors
-Fixed some HUD issues relating to the flag
-Fixed the flag dispenser

Detail
-Added in a few props from the Mayann asset pack
-Changed colour of torch lighting
-Added a few small details to previously bland areas

Gameplay
-Added another resupply cabinet in each team's spawn
-Removed awning above main spawn exit

P.S: No, I do not plan on doing a total conversion to the Mayann assets. I feel that EArkham's team-colored brick textures are necessary for players to know which side of the map they're on(and I just can't be bothered with switching everything over anyway).
Beta 10ignore the a

Gameplay
-Rearranged last area entirely
-Changed gamemode back to Invade CTF
-Fixed some playerclips that should have been blockbullets

Details
-Improved general detail and lighting across the map
-Added some of EArkham's Mayan props
-Re-added WorMatty's bomb response setup(was accidentally removed somewhere around b3)

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[=(-{B9A}-)=]

MAJOR

-Switched gamemode back to Invade CTF
-There are now 3 separate goals which must be capped in order(Diagonal wall, Tower, Pyramid)
-Increased overall spawn times

MINOR
-Detail & lighting improvements
-3D sky improvements
-Probably definitely some stuff I've forgotten