INTRODUCING THE NEW TEAM FOR SABOTAGE! Over the course of these past 2 months due to the excitement over TF2's Summer update I've gotten a group of talented folks to detail, patch up, and polish the last version of sabotage to make it for this new update with new assets and theming
Introducing:
@AsG_Alligator &
@Will Alfred - Detailing
@DoctorDoomtrain64 - Level Design for finale
@BadassCook - Concept Art
@FGD5 &
@FanCyy - Modeling
This team will be growing as development continues, however I am certain we are closer than ever to getting Sabotage into Beta once and for all...
Changes in this version Include -
- Artpass for gameplay spaces until B point
- Area portals to improve optimization
- Added new flank into A point allowing Blu to gain a foothold into the point easier
- New Flank added to balcony, Accessible when A is capped to help push Red out of the Balcony area
- Windows to spy into the A - B transition
- Moved jump pad to its own dedicated room at A
- added new cliff wall to better act as a starting transition to the Balcony at A for Red
- removed cover at B (red 1st spawn area)
- removed flank into B to allow for better flow into the area
- made a staircase going into B to replace removed flank
- Raised ceiling of B
- remade catwalks at B
- simplified geo throughout the map
- Removed Jump pad room by C and D transition, players must now capture C in order to progress into the caves
- added an open fighting area at C to give more room to players
- added staircase into C for Blu to get their own easy access to highground
- Finale Has been remade by myself and Doomtrain, Feedback is greatly appreciated so we move onto Beta before the may 1st deadline