There is A LOT to this update. Let's go over them in order of importance.
(Note: most of the artpass is only on blue's side to get feedback before I start duplicating it for red.)
First: The spawn times adjustments on capturing 2nd have been equalized on both teams. The reason I was struggling with these timers for so long was because at some point in time like versions ago when I was changing them about I only changed the adjustments for one side's 2nd and not the other. It was definitely noticeable in the average team's win rate.
The sentry nest infos for engie bots in the dropdowns have been removed and the func_nav_avoid triggeres in said dropdowns have been enlarged. Hopefully this discourages the bots from trying to get through this area when the door closes this time.
There's been a bunch of platforms added to the pillars on last. I felt in testing there wasn't much spaces in the middle of the area to stand and fight but maybe these platforms are too strong and result in too many positions to keep track of. Hopefully they'll at least help prevent the attacking team from getting into last too freely.
The
patterned textures by Mrmo Tarius have been reworked slightly. They kept their scale but I remade them with much more reduced normals (with the highest rgb value of these being 25). They look much less intense on the eyes now.
Three big geo redos had to happen. One for the dropdown, another for the inner domes and a third for the pyramid transition. The dropdown had a noticeable gap between the geo slates so it had to be redone. It took about 12 hours as I also decided it would be a great time to try and do through a perfect hexagon and that required making the tunnel at 1560x1351 and then scaling it back down by a sixth, which also then required redoing all the geo that was connected to it which required a lot of rotations and dealing with vertex drift.
The inner domes had to be redone like three-four times, each. that's 15-20 things to have redone. Each time I did it I noticed an issue that had to have it be redone. A solid week on these things alone, but hopefully now with my newfound understanding of how scale, subdivide, sew and sculpt all work at a more fundamental level that I shouldn't have to remake them
again.
The pyramid transition had to be redone as it started leaking from a tiny hole. It was a good time to have to redo it as there was a lot of messy geo around it and remaking it was relatively painless in comparison to the others, though the pentagram opening wall was a struggle for some reason. That needed to redone as well to improve clipping so sliding up the ramps doesn't immediately stop you in your place.
I started doing a full art pass on blue's side. I've been wanting to do a Basalt theming for last and transitions into 2nd from last for a long while now but was dreading making the stuff myself. I got super lucky when I found out about
Pont's basalt assets and they've become an immediate staple.
Many corners and ceilings in the transitions from last to 2nd have a bunch of basalt props now. The thinner basalt props were also used as the ramp leading up to the dropdown. I used the thin ones so people could walk underneath them easier than the thick pillars I had there previously. Also the clipping ontop of these pillars has been fully smoothed out with the dropdown so you can smoothly slide up it instead of getting stopped by the lip.
My first very own blender model was imported! The translucent pink pillars on last were simple to make and thus a great tutorial to blender. They were also the last model I ever made from scratch with blender. Regardless, I made them transparent to help with visibility issues on last that b4nny had mentioned in the previous viewing of b0h.
These pillars point up to an abstract hive like floating displacement structure in the sky. It's a work in progress but I think it really gives off a feel of otherworldly-ness to the map. They were intended to be 3d skybox stuff but since I found out that displacements are rendered fully through skybox texture they've been left there for now, I'll get to them in the future.
Almost everything on blue's side has been textured. There's one thing that I still need to finish it, and that's a texture of a flat top of basalt that looks like scrapped/chiselled basalt props + dirt and gravel mixed in. That's for the future. The sand textures have been recoloured to fit the dev colour schemes. I also turned the unused skysand texture into a normal and learned that ssbump makes them look real nice. So I've used it for the "scraped" part indicating where the mercs have dug or cut out pathways.
A lot of props that didn't have the other team's colours I imported into blender and gave them a new colour. The hardhat, thermos, wheelbarrow and crane control panel all got recolours. But the biggest one was the foldable chairs. These are HL2 chairs so I had to do a lot of editing to their textures to make them look like TF2 chairs, but they look quite nice now.
Finally, I remade the floating spheres on last while learning propper++ and how to do skins. Tempted to make them without normals so they look really out of place.
2nd still needs a lot of work, gotta make wallpaper props and telescope parts props and cut out bricks of the inner dome walls. Also hanging wire textures and little chisel ring eyelets to put into walls for said wire ... or whatever they are called. For last I need mini-pink crystals to put into the mine carts and wheelbarrows and to have them grow around the big pink pillars so they look more natural. I'll also need to make a bunch of clumped dirt of all the varying dev colours to indicate that these are pushing through the ground. Finally I'll need little bolt connector models to highlight how all my platforms are staying in position like they are.