Uskuu

Uskuu A3

Most of the changes were around the ciff section, and the screenshots will reflect that.

>General
-Improved skybox
-Fixed some playerclips, made some props not solid, some smoothing
-More Signs
-More Detailing
-Adjusted Displacements
-Adjusted health and ammo
-Adjusted lighting

>First Cap
-Removed horrid sightline
-Fixed a flank route being open before first is capped
-Added clipping to the boxes over the minecart

>Second Cap
-Adjused waterfall particles
-Changed water texture

>*Area between 2nd and 3rd* (The most changes)
Reworked the cliff
-New building along cliff for flank routes and cover
-Added small building furthur back for BLU to use as cover
-Overall, the cliff is less of a hazard
>Third Cap
-Removed a fence that was in the way of the shed roof
-Adjusted the cliff area here also

>Final Cap
-Added a small cave for engineers to set up in (like in Badwater)
-Added water to the bottom of the flank route to B (to prevent fall damage)

Pics:
20161119172834_1.jpg 20161119173504_1.jpg 20161119172848_1.jpg 20161119172842_1.jpg 20161119172901_1.jpg
Realized there was a playerclip I forgot to change when redesigning the final door area. Needless to say, I fixed the resulting exploit.

(also tweaked 3d skybox a tiny bit)
Woah there are alot of changes. Probably optimization is the most important one (maybe?). Either that, or the complete redesign of some areas. Hopefully I didn't make the sightlines worse :/

Read the changelog if you wanna (tl:dr at the end)

*Changelog*

>General Changes
-Some more optimization (still not perfect)
-Added 3D Skybox (Just for representation)
-Added env_sun
-Fixed/tweaked dynamic signs
-Fixed prop lighting

>BLU First Spawn
-Moved spawns to a new spot for better flow.
-Removed Right most window and made it a doorway

>Outside BLU First Spawn
-Changed some redundant detail
Modified connections between first area and second area.
-Wall is lower and is not clipped
-Gate is permanently open
-Added wooden plank to make it easier to get on dumptruck

>First BLU Building (choke)
-Raised main doorway walls (they were too low)
-Added alternate BLU route into choke for height advantage
-Slightly extended the platform on the ground.
-Removed tiny rollforward zone at the entrance to the choke.

>Area Around First Cap
-Removed forward door into BLU building with health/ammo
-Removed the ugly gate thing to block sightlines
-(justified by taking away some cover a sniper could have)
-Added uppper ground where BLU had a "porch"
-Changed the height advatange RED gets to match BLU's
-Made the bridge slightly more narrow
-Removed potentially OP sentry spot by adding a ledge and a crane
-Changed a medium health pack to small

>Second Cap
-Waterfall now has particles
-Added second waterfall for detail
-Scaled up water texture a bit

>Third Cap *Overhaul*
-Redesigned area between 3rd cap and final
-Reworked all flank routes
-Extended the barn
-Slighty moved the 3rd cap forward (towards BLU)
-Reworked all of the health/ammo placement
-Added much more detail

>Final Door Area
-Added warning lights to all the doors that close/open in that area
-Reworked prop positions

>Final Cap
-Fixed THE GAP (all hail the gap).
-Lowered roof over the train gates
-Extended covered bridge to the wall (where the gap was)
-Removed a chicken wire panel for less cover on the final bridge.
-Changed RED's outside window texture


tl:dr
Redesigned 1st cap and 3rd cap areas, added some detail, etc.

Pics:

20161113190528_1.jpg 20161113190601_1.jpg 20161113190607_1.jpg 20161113190621_1.jpg 20161113190626_1.jpg 20161113191006_1.jpg 20161113191019_1.jpg 20161113191039_1.jpg