Shoreleave

Shoreleave RC2

Changelog:
Dramatically improved optimization on the map
THEORETICALLY fixed the mat_phong 0 crashing bug, if anyone can confirm this for sure, that would be great! I'm fairly certain this is solved, though!
Reduced the compressed filesize by 40mb
Fixed or removed a number of buggy props
Fixed a number of minor and major clipping issues and exploits
Fixed a large number of minor visual bugs (thanks for all the feedback!)
Adjusted lighting to brighten up some dark areas

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Full artpass by Freyja
Lots of work

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Changelog:
Reverted weird awkward drop down going to last change (Frozen your ideas are terrible and you should feel bad)
Added a raised up area coming out of flank route-y thing between third and last area, it makes sense shh
Opened up part of the fence and added some more boards under the new structure on first opening area-oh god I forgot to test this at all or clip it welp
I'm tired
Did further optimization to the map
Some clipping fixes
Oh god I'm up so late
Added new dropdown opening into the new stairwell added in the previous version (experimental - thanks to Frozen for the idea!)
Added lighting I missed in previous version
Fixed messed up payload pathing near last
Adjusted visleaf optimization around problem areas past first cap
Reverted minor height change on second that I didn't even mention in the last log anyway, nbd
Fixed the rogue clipping on last
Changelog:
Lowered timer adjustment amounts for second and third capture points
Changed the one way doors building on second to an open window/ open door, with the one way door further back closer to it's original location
Added small staircase connecting lower sentry nest to upper platform area on last (experimental)
Further visleaf optimization all around the map
Bunch of minor tweaks
Click this update for screenshots of changes

Changelog:

Moved first capture point to around the corner
Added new door/ route that opens to flank area connecting to last, hopefully reducing the choke and adding more emphasis to that side
Added new one way door route out of that flank area onto a roof on last, to make that route more useful
Added window looking out from that flank route (I need a name for this place...) to make the drop down not a blind jump
Added some cover to the hallway under the Cool Building™ on last
Removed tank/ OP sniper spot in front of Red's spawn on last
Added a roll forward zone to the hill leading to the last area (experimental)
Changed ramps leading up to final capture
Made the fountain on last extinguish fire, and made it a little deeper so that made sense
Widened ramp leading down into last
Added big one-way window to the upper side route after the third cap, to give attackers more information on what they face when pushing through it
Changed one way door leading into second area to a new area a bit higher up with more cover, and two one way doors leading out of it (experimental)
Added a new one-way window to the upper balcony on second, hopefully to make it more useful to push from
Added some experimental cover to the second floor of the bakery (having names for stuff is fun)
Added board connecting upper sniper area and second floor of bakery (again, experimental)
Added a little wall cover on the bridge for second, hopefully to give a place for splash damage to bounce off of/ block some LOS
Played around with some materials around second
Did a bit of minor roof detailing on second to help get the feel of what things will look like later
Reduced some prop spam around the map
Added nobuilds to accessible roof tops on last
Did some further visleaf optimization
Fixed the funny cart wigging out bug as it turned the corner under the bridge of second
Compiled/ packed the map with Compile Pal for the first time, here's to hoping it all worked right! New workflow whaaaat
Probably some other stuff I forgot because I keep forgetting to write my changelogs as I go, but whoa this was a lot of stuff this time
Fixed some exploits, sadly : (

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Changelog:
Removed previous first Red spawn
Created new Red spawn in the warehouse
Connected a new route going through previous Red spawn into warehouse
Added some new cover to last
Added health/ ammo to last
Fixed few minor issues
Did some optimization

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Fixed a thing because I am dumb
Changelog:
Everything past the third capture point has been deleted and remade from scratch
Everything past the third capture point has been deleted and remade from scratch
Adjusts spawn wave timers per control point
Extensively optimized filesize (400mb before repack down to 300mb, 80mb after repack)
Fixed some exploits/ clipping around the map
Added a nobuild trigger to the mines area (eff you, mooselick)
Probably some other stuff I dunno

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Surprisingly not Frozen's fault.