Slaughter now has all the gameplay adjustments of Laughter from public feedback, along with a visual upgrade, new assets, and more blood!
Oops, two years passed. Here's the fully-artpassed Beta version of this map!

I forgot all the changes made, but they're probably good. Plus, its on the Steam Workshop now too!

https://steamcommunity.com/sharedfiles/filedetails/?id=1712845210

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War never changes, but this map sure does! Here's what changed in Alpha 5:

- Moved spawnrooms 256 units to their respective "right," to make it more centered and clear with the paths to mid.
- Replaced gate entrance to mid for a new layout and to cut sightlines to the resupply doors.
- Changed clipping on stair steps to blockbullets.
- Fixed conveyors under the point not having sound.
- Added narrow walkways on either side of the top of the meat grinders.
- Lowered meat grinders by 12 units.
- Lowered the room beneath mid by 32 units.
- Opened up some more windows to natural light.
- Increased overall brightness of the player space.
- Made it clearer that the space underneath the suspended stairs at mid is not accessible.
- Players who fall into the meat grinders can now help their teammates - or their enemies - in death.

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My mouse was broken and double-clicking for a bit so this was a bit delayed! On the bright side that meant A3 got a decent amount of testing and I've made sure to address as much of the feedback as I could! Here's what's changed!

- Raised wide doorways to mid slightly.
- Added second set of short stairs leading up to the area across from spawns.
- Extensive clipping pass on all doorways and windows.
- Disabled collisions on lights under mid.
- Closed off gap underneath the suspended stairs near mid.
- Disabled collisions on cage lights over conveyors.
- Added additional lighting to the right-side spawn exits.
- Slight dev-texture detailing to the spawn areas.
- Adjusted distance of the fog to be further away.
- Opened up windows to actual skybox brushes, letting in environmental light.
- Added railings to the top platform of the suspended stairs near mid.
- Additional signage to indicate difference in combat areas.
- Fixed clipping on the metal barriers at mid.
- Added slight "bumpers" to the conveyors at mid to aim towards funneling players out and on to the point.
- Improved spectator camera positions.

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Alpha 3! Here we go! Here's what changed!

- Fixed texture scroll rate on conveyors not matching the speed of their respective trigger_push
- Fixed collisions on handrails to match their use in maps such as Gorge and Powerhouse. [Playerclipped, no collisions]
- Raised playerclipping on overhead conveyors - placeholder cows are no longer clipped and won't get in the way of jumpers.
- Improved clipping on floodlights and resupply signs to prevent players from being able to stand on them.
- Fixed players, buildings, and stickies being able to go inside the generator lights.
- Replaced doorframe placeholder brushwork with models, where applicable.
- Additional signage.
- Added stronger lighting to the sniper decks at mid to make any Snipers there more vulnerable.
- Fixed Engineers being able to build in the vent the conveyor comes out of in spawn.
- Fixed the Far Z Clip Plane being visible in the player space.
- Added a medium health kit alongside the full ammo pack on either side.
- Slight changes to the area beneath the capture point.

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Here comes Alpha 2! The layout seemed to play pretty well in Alpha 1, but there were some changes made overall to make things better - lets see what sticks! Here's what changed!

- Added additional side route buildings up to the conveyors looking over the point.
- Opened up previously closed conveyors at mid.
- Added small bridge over the conveyors unaffected by their motion.
- Lowered height of the tunnels slightly.
- Expanded side exit areas of spawns.
- Cut sightlines across mid.
- Cut sightlines from tunnels to spawn.
- Improved cover with placeholder models.
- Fixed clipping on a set of stairs that previously had none.
- Added clipping to handrails throughout.
- Improved lighting in certain areas.
- Adjusted speed of conveyor texture scrolling to better match the speed of the trigger_push on the conveyors.
- Added directional signage.
- Added func_nobuild to high crate piles at mid to avoid superior height advantages, and to cargo container areas near spawn to discourage spawn camping.
- Added steam whistles for respective teams on capture.

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