Shipyard

Shipyard b9

For this update, I finally added the tugboat to red's intel yard to make this a proper shipyard. Of course I think it could use some improvement but otherwise it does the job right now. Except for weird vertex lighting I gotta fix up. Might return to the submarine and fix that up too.

This update also fixes some visual problems relating to water so that the 3d skybox has the right reflections.

The sun has also been added as well as some particles in the skybox. Because I cant get the fixed versions of the smoke particles to work, I decided to reduce the density of fog.

Anyways the map is almost at a point for me to release it on the workshop, just gotta make things better.
This is an optimization update. I tried using the skybox more effectively in order to squeeze in as many frames as I could. As such there could be some visual oddities in the map I haven't seen. I also added in a sea mine prop into it, still a WIP as I'm unhappy with the texture for now.
Did some things like removed the weird intel respawn changes, generally increased respawn times, as well as doing no-build on the roof in the intel room. Also some minor stuff like windows to hopefully improve routing.
I gave mid more love in this one, with rocks n stuff as well as a bridge underpass. I also added some windows to the building to potentially help routing into mid as well as removing the sentry deck.
Gameplay update; mid has been overhauled and the back entrances in spawn have been removed. Still need to detail the new stuff a bit better and there might be visual bugs but I want to test this.
I just fixed the collision on the vent props.
I just fixed some clipping things and managed some minor details like the 3D sky.
I added SOUNDS, now instead of listening to the footsteps of your character running around the map you should now hear some ambience.

Other stuff:
-Added to spectator cameras
-Fixed some spotlights not appearing
-Added some minor details, gave BLU spawn some more love
-Removed the weird overhead crane block-out over the sub
-Changed the water to expensive water (may cause some bugs but I'll figure out what they are)
-Minor clipping improvements
-HOPEFULLY fixed the red spawn getting stuck inside the floor

Enjoy the yard and get shipping.
This update comes with a variety of visual updates

-Updated sun angle
-Added fog
-More props and added density
-Spotlight entities added
-Submarine prop added with a WIP overhead crane on BLU
-Reworked displacements
-Wires added
-3D skybox adjustments
-Signs added for better directional clarity

There's a few minor issues with it at the moment (spotlights simply not compiling, displacements might not align fully) but otherwise this should be a ready enough version to have a test go through. Next one is gonna be beta 5 whenever more custom props are finished.
Probably the beta with the most hours put into it, and for good reason. I changed up the lighting majorly, now taking place in the morning (the superior time of day). Long gone are the blinding lights of noon and witness a pink tinted shipyard.

I also revamped a lot of outside detail, the screenshots posted will explain it since so much is different.

There's a 3-D skybox now, so the map shouldn't look like it takes place in limbo (Although, a purgatory of this map would be a fun one).

And some bug fixes I guess? I did so much in this one that I can't really describe it. Anyway there are some minor visual problems I plan to fix later but for now I want to get this through testing. Also BLU doesn't really have much detail on their base, I got burnt out and currently waiting for ideas on where I can take it further. Otherwise, this is one huge step in completion. Next up is probably soundscapes and particles.