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Torment a12

-Slightly adjusted mid point big rock and "shed" positioning to reduce cramped-ness
-Adjusted last point area to improve flow, especially at entrances
-Expanded last point lobby area, particularly the lower lobby
-Adjusted 2nd point area significantly to improve flow, and make defensive positions more dynamic and comfortable
-Adjusted house connector to improve flow
-Adjusted valley connector to improve flow
-Added cave passage under valley/cliff connector to improve offensive options
-Removed underpass areas on mid point area
-Adjusted mid point area significantly to improve flow, and balance between left/right sides and low/high ground
-Adjusted skybox above all buildings to prevent splash being absorbed
-Adjusted forward spawn locations to reduce sightlines
-Adjusted health and ammo around the map
-Adjusted mid geometry slightly to be a bit more open
-Replaced pillar in "house" connector with a crate
-Slightly lowered ceiling in lower "house" connector
-Added a wooden platform behind 2nd for more movement space
-Replaced sightline-blocking wall on last with a crate
-Adjusted shed size on last, added an awning
-Adjusted peripheral geometry on 2nd
-Added a window route between 2nd and mid connector
-Redesigned mid connector routes
-Adjusted 2nd forward spawn
-Replaced rock brushes with prop brushes on 2nd point
-Adjusted rock orientation on middle to allow it to be more easily climbed
-Added a small ledge in lower lobby between 2nd and last to aid in climbing up to the high ground
-Adjusted a few brushes, clipping, textures, etc.

Quick little adjustments based on recent playtest. Next version will probably have displacements on all the terrain and then we'll get into additional optimization, detailing and artpassing.
-Slightly reduced the size of the tower and extended the size of the platform on last point
-Removed a nook and angled the tunnel exit doorway under battlements on 2nd
-Added health on battlements on 2nd
-Removed the dropdown into the connector between mid and 2nd
-Added a ramp connecting 2nd point battlements to the low ground
-Added a rock at the front of 2nd and adjusted rock under battlements to allow for easier jumping up to battlements
-Expanded the platform connecting 2nd point to low ground
-Expanded the low ground platform on 2nd and added a crate
-Expanded the covered section of the catwalk on 2nd
-Adjusted health and ammo position on 2nd point
-Added another ramp on the other side of the pillar in the connector between mid and 2nd
-Expanded the pillar in the connector between mid and 2nd
-Adjusted arrow signs in the connector between mid and 2nd
-Added small ramps up connecting the ground to the curbs on mid and 2nd
-Increased ammo on mid and 2nd areas
-Added a window across from the jump pad balcony
-Removed room under 2nd point catwalk
-Added ramps from low ground up to the high ground areas on 2nd
-Added a low ground platform near the choke point on 2nd
-Reduced size of cover wall on ramp up to 2nd point
-Added a window in cover wall under 2nd point catwalk
-Adjusted health and ammo positions on 2nd
-Lowered "river" entrance to last slightly so that it is flat to the ground
-Added light to lower main entrance to last
-Basic optimization pass (skybox + areaportals)
-Added direction signs
-Adjusted lighting and sky