Smiw

Smiw A11a

general:
- ironed out janky displacement seams which sometimes hindered players' movements
the point building:
  • funny gimmick room directly underneath the control point
  • simplified the ground slightly
  • more optimization inside the (now team-colored) side buildings

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general:
  • (hopefully) no unnecessary files are packed this time
  • completely redone how the map is split into instances
  • completely redone all displacement-based surfaces to reduce ledge jumps
  • the whole map got slightly "twisted" clockwise
  • some basic optimization (areaportals, details and a viscluster)

the point building:
  • some crude basic detailing
  • fenced off the bypass flank
  • removed part of the awning around The Designated Spamfest Killzone(tm)

the outpost building:
  • added some clutter and lifted the boulder to reduce the potency of The Sightline(tm) (the previously mentioned "twist" also helps with that)
  • reopened the undeground passage between the basement and the right field
  • added a quasi-bridge behind the outpost (once again to reduce ledge jumps)

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greatly simplified the right side:
  • one less basement exit
  • outpost building more open to the right
  • outer bypass merged with surrounding spaces
  • new big rock blocking the sightline

faster frontline access:
  • spawnpoints moved slightly forward
  • wider ramps

killzone foregrounds:
  • less boulders near the point
  • higher ceiling in the basement and wider passage toward the point

central killzone:
  • bigger control point zone
  • less obstructions, easier access to the side building

general:
  • added ground paths
  • more recognizible closed windows

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The general layout of the map is the same but every element of it has been redone.
Most notable changes:
  • whole map is slightly larger
  • less campable spawns
  • a new flank bypassing the point
  • theme partialy estabilished
  • deadly pits

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Changes:
  • Recolored the entire map for better orientation.
  • Attempted to break at least some of the nasty sightlines.
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Changes:
  • Added some team-colored walls.
  • Raised skybox.
  • Marked the capzone limits.
  • Adjusted the capture time to be the same as on Harvest.
  • Small changes to geometry in order to break sightlines.
  • Small changes to pickups' location and size.
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