Turning Test

Turning Test A11

Changelog:
-Added a pipe to break a sightline
-Fixed a texturing glitch
-Fixed a displacement seam
-Fixed the map being assymetrical
-Added a single window
-Small amount of optimization

I feel like I am very close to Beta... within one or two updates... I do, however, Intend to get some more testing done, but the gameplay is pretty much final...
Changelog:
-Replaced massive pipe system at mid with a small house
-Opened up the walkways to mid
-Moved health and ammo behind the point
-Retextured the dark gray dev texture to something better
-Added weird pipe that [hopefully] removes, or depreciates the value of a sniper sightline
-Changed cap time from 10 seconds to 8 seconds to make it a bit more back and forth due to the map's small size
-Decreased spawn exits from 3 down to 2
Changelog:
-Added a set of pickups in the hallway
-Added some control point graphics to fit with the space theme
-Increased size of main path a little to make room for minor detailing and blocking a massive sightline
-Added a way to get on to the balcony from mid
-Removed health and ammo in spawn area
-Changed ground displacement texture
-Changed rock to solar panel to fit theme better
-Added asteroids into the skybox
-Added basic stairs leading to mid
Changelog:
-Changed resupply lockers to models from the dewm pack
-Added pickup notifiers(?)
-Clipped the pipes
-Changed glass texture in spawn area
-Added cubemaps
-Added a small window in the back of spawn
-Minor detailing in hallway between house and spawn area
Changelog:
-Added a 3D skybox
-Increased the points cap zone
-Added a rock to break a massive sightline in mid
-Completely redid spawn area
Changelog:
-Added Area Portals
-Blocked a massive sightline at mid
-added a barrier to prevent airblasts at the point
-Rearanged health and ammopacks
-Added a single small ammopack above the point
-Added a single medium ammopack below the point
-Raised barrier into house
-Started to detail in the room beneath the point
Changelog:
-Cap time reduced from 12 seconds to 10 seconds
-Changed textures of forcefeilds to a more nuetral orange
-Added barriers for more cover on the point
-Added clipping to avoid getting stuck near point
-Added clipping to prevent a "out of map" exploit (thanks @BigfootBeto for this information!)
-Decreased brightness of indoor areas
-Increased brightness of outdoor areas
-Increased size of mid by 96 HU
Changelog:
-Fixed supply cabinets not working in red spawn
-Changed orientation of health and ammo to make the map not assymetrical
-Removed low gravity at mid, didn't seem to work out... May revisit later...
-Added a marking area around the point
-Added barriers to block some sightlines
-Redid lighting to go from a WRLD lighting to a WIP lighting...
Changelog:
-Added a ramp to get to the battlements in an easier way
-Made actual displacements
-Fixed respawnroom visualizers
-replaced black textures with skybox textures
-added a small gravity mechanic (may remove later)
-increased cap zone slightly
You should always remember to pack your maps, little kiddies...