Smiw

Smiw A12

Minor changes:
  • a bit of fiddling with the flank gate to prevent it from acting as catapult
  • removed a clipping brush over the trees behind the resupply locker
  • slightly raised the anti-spawcamp barrier
An aggregation of small fixes:
  • fixed a misaligned occuluder making stuff that should be visible invisible
  • cosmetic fixes to z-figting, holes in displacements and other stuff which should irrelevant for an alpha map
  • enlarged trigger of the flank door
  • increased speed of the flank door
  • prevented both flank doors from opening together
  • added some invisible barriers to defend against spawncamp allegations (which are baseless, so far no such thing has occured)
A few changes including some to the layout.

spawn:
  • rearranged spawnpoints to make leaving the "room" more intuitive for the brainless w-clickers
  • nothing changed in regards to spawncamping allegations - theorically possible, practically doesn't happen

back yard:
  • clipped some signs
  • minor changes to the ground geometry

newbuild/outpost:
  • a small partition wall added in the middle
  • tis all

left yard:
  • extended the wooden cover to shorten "The Sightine"
  • moved the bulldozer and the pickups a litle

right yard:
  • redone the ground almost completely
  • new higher ground in the back leading to the tree yard

tree yard:
  • readded a one-way passage from the right yard
  • fenced off the passage to the left yard

bar/control point:
  • changed the cover between the control point and the right yard
  • moved the entrance to the basement away from the point
  • clipped some windows
  • clipped some niches in the walls
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minor changes:
  • cosmetic holes in displacemnts
  • fixed clipping on top of the newbuild
  • readjusted the tables slightly and made them impossible to get on
another batch of minor changes:
  • lit up the spawn room a little more
  • fixed a defective areaportal
  • widened the stairs in the tree yard
  • removed part of the protruding wall in the back yard
  • smoothened the ground in the back yard a little more
  • some small attempts at optimization
a few minor changes:
  • hidden a tine hole in the ground
  • fixed clipping of the stacked tables
  • redone the signage
  • lit up some of the doorways
spawn:
  • added markings indicating the limits of the spawnroom volume
  • improved fence clipping

base yard:
  • widened the passage to the right yard
  • simplified the ground and moved the basement doorway slightly
  • more fences indicating what is oob

left yard:
  • complete reconstruction making it more open and less flat

right yard:
  • blocked off the passage leading to the tree yard
  • more fences indicating what is oob

general:
  • completely rearranged the pickups
  • slightly decreased the time required to capture
  • fixed the countdown before unlocking the point
  • made some props nonsolid
  • fixed roof clipping
  • fixed some insignificant z-fights (it's a bloody alpha y'all are too nitpicky)
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small fixes:
  • optimization of the outpost buildings
  • fixed the control point's color not changing
  • fixed the easter egg's doors opening incorrectly
coming back for more
general:
  • whole map rethemed into an urban construction site
  • spawn location moved to make the left field more useful
  • reopened the bypass (again)
  • closed some paths which allowed to penetrate too easily the other team's positions
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trying to remedy the most urgent issues while working one the next proper version:
  • extended the outpost's wall to break the sightline across the point
  • removed a bizzare clipping brush around the bypass boulder
  • no more jumping over the bypass security fences