Rust Valley

Rust Valley RC4

  • Fixed a clipping issue at the front area
  • Put a bit of detailing to a few places of the map
  • Put in more effort to make bots leave the right-side spawn better
  • Long story short, CompilePal failed to pack an asset and it took me this long to realize it wasn't a clientside error
  • Added a func_brush to stop snipers aiming at players through windows
  • Added relays to allow mission makers to force gate capture
Mission changes
  • Rebalanced Requiem to be less harsh
  • Added some missing icons to the download
  • Apparently the robot I gave you was outdated
Forward Upgradestation relays now toggle botspawning status (bots will not spawn if the relay is used to open the forward upgrade station and vice versa)
Finally added map photos
Removed the nobuild and push triggers in front of the mainspawn that was supposed to be done a version ago
Adjusted nav mesh a wee bit in a couple of places
Moved the dumptruck near the hatch building
Renamed Reckoning and Expert1 to Smoked Souls and Expulsion
Added an Expert mission, Requiem
  • Updated Titanic Tyranny to fix a case of 'Something' not spawning if the forward spawn is active
  • Fixed a couple of visual screw-ups in the 3D skybox
  • Fixed a case of the Schrödinger's Skybox
  • Finally fixed the hatch explosion doing nothing
  • Added a spawnpoint on the right-side cliff at the front since someone wanted it
  • Adjusted nav in a couple of places to address a case of covert Sentry Busters
  • Fixed holes in displacements at the front
  • Fixed a case of custom audio causing a memory leak
  • Fixed Engineerbot Sentry Guns facing the wrong way
  • Adjusted Navigation Mesh to fix a case of bots trying to go through a door they can't open
  • Adjusted visuals in 3d skybox and map
  • Added clipping to front's mainspawn to address a case of bots getting stuck on displacements
  • Giants will no longer use the flank that small Gatebots use near B
  • Fixed the expert relay not disabling recapture properly