Spookeyridge

Spookeyridge B7

Changelog:
Modified side route to provide more cover going through choke point behind first
More extensive optimizations
Lighting adjustments
Small tweaks I dunno, I really need to start writing these as I work.
Oops I forgot to iterate the version on here. :|
Changelog:
Nav mesh should now work on the workshop version! (any server owners want to test for me?)
Optimization pass, blocked a bunch of windows that weren't necessary
Balance tweaks
Lighting tweaks all over
Implemented some new models
New model + animation holding the bombinomicon on last
New particles on the spike, which change when the final point is contested
New particles on the portal entrances, each showing the location you will travel to in them
New finale
Coffins now shut much faster, lining up with the rest of the sequence
Adjusted pumpkin bomb placement
Skull has been mohawk'd.
New spooky signs from Diva Dan
Eastereggs.

Attachments

  • 20171014150518_1.jpg
    20171014150518_1.jpg
    203.2 KB · Views: 186
  • 20171014150531_1.jpg
    20171014150531_1.jpg
    288.9 KB · Views: 177
  • 20171014150944_1.jpg
    20171014150944_1.jpg
    272.6 KB · Views: 174
  • 20171014151500_2.jpg
    20171014151500_2.jpg
    242.5 KB · Views: 173
Changelog:
Oh god I did so much
More artpassing
New particles
New props
Adjusted timings of captures/ spawns for balancing
Moved portals around for balance
Fixed lots of exploits
Fixed finale crash bug
Broke other things
Removed snow
Refined coffin timing
Adjusted teleporter locations
Further spooks
Other stuff I forget