|fixed missing cap zone indicator
+added nobuild during the setup time to prevent engineers from wasting their metal
Fixed a visual nodraw bug under the ramps
+added areaportals for optimization
Just polishing a few minor details for playtesting
It's about time I got back to this map.

I recently had the motivation to make an update to this map to hopefully address most of the issues people had with it during playtesting.
Fixed capture zone not being marked
Fixed clipping issue around mid
+added a new route to help make getting to the high ground from mid easier
+increased width of the path over pit

-removed support beams in mid to allow more freedom of movement
|other minor adjustments
|moved cover in lower route up

Attachments

  • rivet.PNG
    rivet.PNG
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Significantly simplified routes
Shortened map length
Texture fixes
+added new grate over the pit so you no longer have to go through the point to get to the other side
-removed route leading to the door
-removed route connecting side route to mid route

+added proper doors
+added more cubemaps

-removed wall in side route
-removed platform in side route

|shortened the width of the side route
|brightened up gameplay spaces
|altered some signage
|changed color of lights
|changed shape of roof above point
|fixed pixel walk on some clipping
|changed brush work around
|fixed several instances of z fighting

Attachments

  • riveta3.PNG
    riveta3.PNG
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