seasalt

72hr Jam 2024 seasalt a7

whats new?
  • added a door infront of the crane area that now locks off the cart until open
    - also acts as a small delay
  • made finale ramp slightly longer
  • fixed more sightlines
  • simplified flank connector area between B and C
  • filled loads of gaps between ramps
  • improved clipping
  • minor changes and adjustments
special thanks to @Defcon for heaps of feedback this version!
thanks to all the playtesters!
whats new?
  • redesigned B back area
    • simplified some connectors around the B area
    • blocked sight-lines
  • added some stairs for blue on C to get up to reds platform
  • added fence to block annoying sightline into red defense area
  • moved reds last and forward spawns
    • last spawn now faces the track, no more 180° turns!
    • forward spawn reverted to old position
  • expanded reds defensive platform around spawn on last
  • added some locking/opening doors around A and B areas
  • revised some health and ammo spots
  • rerouted some stuff
  • made it epicer, i hope
  • idk, idr, idc!
Last still needs more love, but once again im stuck, hopefully the adjustments made help in some way, otherwise i need to consider a redesign...
thanks to all the playtesters!
whats new?
  • redesigned parts of A and B areas
  • fixed a bunch of sightlines, thanks to @Prestige for feedbacking a bunch of them!
  • minor changes
still contemplating changes for last, for now its mostly the same, sorry!
thanks to all the playtesters!
whats new?
  • added new cover building at B
  • added new defender cubby at B
    - with new health and ammo!
  • re-added flank doorway at A
  • added more cover in front of Oneway Door Area on C
  • i just really do not remember
still looking into ways to redesign some of the areas, especially A.

thanks to all the playtesters!
whats new?
  • removed balcony on last
  • adjusted oneway area to be safer for blue
  • added rotate routes between left and right blue attack routes on last
  • uhhhh like, i dunno man, you tell me?
thanks to all the playtesters!
whats new?
  • made payload collision hull more consistent
  • increased size of torpedo
  • slightly elongated push trigger
  • redesigned last
    • added a oneway door and dropdown flank to last
    • part between B and C is now an interior, giving blue more security
    • generally gave blue more options
  • removed a flank doorway from A
  • added medium ammo in highground room on B
  • added temporary glow solution for the cart
    - added a tf_glow that will apply a glow to just the torpedo model, it wont look right, and it will break when not rendered, or for no reason, but its better than nothing for now until we get the full models in.
thanks to all the playtesters!