-Fixed some missing healthkits
-Added briefing images
This will be the final version until the Spookfest contest has been judged. Unless we find something else that breaks the map, of course.
-That's right, we skipped a6
-Really, we had to, it was absolutely cursed
-I did a ton of changes and then the file got corrupted and it really sucked
-removed herobrine
* really, definitely fixed the packing issue now, pinky promise
* minor lighting changes
* tested new vmt for Valve's moon crystal models
* Packed the custom assets this time (sorry!)
* Added some slight optimization for mid and outside
* Removed Administrator lines referring to the Intelligence and replaced with spliced-together lines... I mean, uh, we got Ellen McLain to read some more lines for us, of course.
-Bugfixes
-More skybox
-Made the intel room quite a bit easier to defend - maybe too easy. We'll see. Changes will be reverted if this leads to extended stalemates.
* The vacuum now exinguishes you
* Clipped the stairs in front of spawn
* Clipped a few places players could get stuck in
* Clipped some more places or something idk
* Fixed the skybox, made cthulhu move (kinda)
* Made the Administrator less confused about who's intel returned to where
* Added color correction (WIP!)
* Fixed some more logic bugs
* Added team colors to outside areas, moved some things around, improved materials
* Added team colors to Airlock entrances and exits to aid navigation, added some Map Lore (TM) to the broken airlock near the intel
* Fixed Engineer exploit in intel cave
* Slightly reduced global respawntimes. When the intel is picked up they are additonally reduced for the attacked team.
* Plenty of bugfixes
** Redid all the triggers related to the outside area
* The Administrator now has gamemode- and map-specific voicelines! That's right, we definitely got Ellen McLain to record some stuff just for us!
* Improved lighting
* Improved some geometry
* Added a setup shield to the previously accessible airlock that allowed players to rotate all the way to the enemy spawn during setup time which I totally didn't abuse myself during the last playtest
* Slightly tweaked lift speed and logic
* Made it more clear that the elevator in the airlock near mid is, in fact, an elevator and not just decoration
* Gave the escape shuttles new paintjobs - they're definitely not the final version, but now they should look slightly less ugly
* Replaced airlock airshield thingy with a texture that makes more sense (and is animated and has a cool fading effect!)
* Minor prop replacements, texture replacements, detailing
* Replaced rocks in the cave with cooler rocks
* Added a bridge to mid
* Redid pickups
* moved spec camera so it's not investigating the fake tree anymore
* fixed airlock teleporter exploit
* Reworked outside area
* Reworked airlocks near mid
* Reworked connecting corridors around mid, added detailing
* Tweaked lift/shuttle logic
* Added speed boost to outside area
* Moved healthkits around
* Added plenty of BLU assets (thanks, asteroid_redux!)
* Minor prop replacements, texture replacements, detailing
* Replaced rocks in the cave with cooler rocks
* Added a bridge to mid
* Redid pickups
* moved spec camera so it's not investigating the fake tree anymore
* fixed airlock teleporter exploit
-Made it slightly easier to defend the australium by making a route one-way