-fixed missing wire brush on red side near mid
-Fixed one overlay. Just one. That one! That one right there! You know the one!
-detailing changes
-optimization improvements
-detailing
-clipping fixes
-moved silo to create a covered path into garage area
-redid upper hut by mid to change around sight lines
-added opaque windows that change when the point is capped
-added metal panels to block a sight line on the upper bridges by mid

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Big thanks to Alto and his crew for testing, feedback, and suggestions

-moved doors to garage at mid
-lowered indoor garage area beside the point to make sniping from one garage to the other less powerful
-edited underground flank to fit the new garage layout
-fixed some lighting issues
-fixed some clipping issues
-detailing
-blocked more sniper sightlines that let him cover both exits from the opposing teams 1st transitional building by standing at the top of the stairs from the tunnel flank.
-Switched which window is open and closed for the upper room at mid
-removed barrel props to get up to upper room at mid and replaced it with a more substantial structure
-fixed some block bullet issues
-reopened lower path through 2nd transitional building (may not stay open, we will see

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-changed geometry around mid to open it up more and give more interesting high ground in an attempt to make the point stronger
-changed indoor mid side areas (nicknamed garage) to be less advantageous in an attempt to make players want to be on point instead of in those areas to hold mid
-minor detail changes
-edited environmental lighting
-changed skybox clouds to use func_rotating now that it's working in game
-compiled map with clipping
-fixed some lighting problems
-added mission briefing photos
-clipping fixes
-detail changes
-lighting improvements
-moved signs at mid to help flow while still giving cover

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-detail pass
-lighting pass
-clipping pass
-clipped some edges and closed off that odd spot on top of the barrels under the big pipes by mid
-changed detailing to use more uniform details on blu side as well as try to make it feel more farm like
-slightly changed lighting to help with shadows
-edited displacements to lower the amount of flower sprites throughout the map so it's not so ridiculous looking