Synthetic rc6a

KOTH in some kinda chemical plant thing

  1. Almost ready

    -clip fixes
    -detailing and detailing fixes


    1. 20181010171348_1.jpg
  2. Theme Change

    -on the suggestion of some people, I've changed the ground texture to something that'll make the buildings "pop" a bit more. Not 100% sure about it but we'll see how people like it
    -lighting changes to fit new ground texture
    -detailing around the map and 3d skybox
    -fixed z-fighting issues
    -clipping fixes


    1. 20181009234827_1.jpg
    2. 20181009234217_1.jpg
  3. An Entire Family Box of Taco Bell

    -changed light bulb props on walls on red side
    -moved capture point sight at mid to try and create some more cover in that area
    -lengthened ramp on pipe at upper mid area


    1. 20181005162110_1.jpg
    2. 20181005162132_1.jpg
    3. 20181005162144_1.jpg
    4. 20181005162154_1.jpg
  4. The Root of All Evil

    -lighting overpass to try and make things less grey
    -changed grates at mid point
    -other stuff I don't remember but changed.


    1. 20181001015903_1.jpg
  5. Still still not good enough

    -changed upper area by point to stop a wicked nasty sightline
    -added occluders to try and optimize the map
  6. Still not good enough

    -changed right path out of first transitional building to try to make it more useful
    -attempts at optimization (though probably didn't work cause I have no idea what I'm doing
    -fixed explosions going through grate at mid, checked it too so it's good
    -moved health and ammo by 1st transitional building
    -changed sun angle and brighten the inside of some buildings to make things easier to see
    -it's a small world after all


    1. 20180916191715_1.jpg
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    3. 20180916191726_1.jpg
    4. 20180916191733_1.jpg
  7. That's not Good Enough

    -attempted to make the point a stronger area
    -shortened stairs to lower room in order to give the point more visability
    -changed jump path to upper areas by point to remove heavy head glitch area
    -added grates at point so players can see into the underground tunnels
    -moved around walls and doors on side paths at mid to lessen how powerful it is while blocking cheeky sightlines
    -removed barrel clusters on the side of the 2nd transitional building to make that area feel less cluttered
  8. A large amount of green space

    -removed some barrels from mid to try and up it's fps
    -edited skybox to remove uneven areas around mid and 2nd transitional buildings
    -other optimization
    -editing some detailing and sharpened shadows around the map to make it look all nice n pretty n stuff
    -changed respawn times for capping mid. The team who is defending mid now has a 10 sec respawn while attackers have a 4 sec respawn. This will hopefully lead to some better back and forth with the point.
    -fixed clipping issues throughout...
  9. Wendingo

    -changed mid to not be so cramped
    -moved around stairs to lower mid flank
    -changed side buildings by point in an attempt to change attacker and defender dynamic
    -reopened room by mid in 2nd transitional building

    -compiled with clip brushes TURN ON FOR REAL THIS TIME!
    -added cover to mid
    -changed inside of mid side buildings
    -optimization attempts
    -the dev brushes are on purpose cause idk if I'll keep that area in the 2nd transitional building closed. Will only know with testing