• Changes at spawns:
    • Added a new dropdown route in the side A tunnel exit
      • It's bad and weird right now, but I just want to see if a route here works
  • Changes at A:
    • Made the capture zone (and tower) smaller
    • Added a stack of crates
    • Added a platform to the back of the point
    • Fixed trapdoors being out of sync when enabling by 0.1 seconds
    • Jump pad improvements ported from Gigantic
      • They now more aggressively throw you in the right direction during the initial boost
    • Completely reworked the splash effect logic for players that get dropped when the point closes
      • Each player now gets their own splash
      • Each splash is placed where players hit the water, instead of at the center of the drop
    • Deepened the water under the point
      • You can swim in it now
  • Changes at B:
    • Deepened the water under the point
      • You can swim in it now
  • Added new "next point" indicators for the HUD
    • These replace the up and down arrows in past versions
  • Minor detailing changes
  • Health and ammo changes
  • Clipping fixes
  • Significant lighting improvements
It's back! I still want to rebuild the spawns, but I thought I'd test it again first before committing to that. This version is a bunch of little fixes and changes I've made over the past few years but never got around to compiling, so some changes might be missing from this log!
  • Added little side platforms to A
  • Stickies now fall correctly when points close, instead of floating
    • I had to rip apart and rebuild the anti-stuck features to get this working, so let me know if I borked it and players are getting stuck again
  • Added func_nobuild to the two bits of deep water that could hide sentries completely
  • Jump pad changes:
    • Updated visuals to match Gigantic
    • Decreased hitbox size to match visuals
  • Removed a few custom assets that had stock equivalents
  • Lighting improvements
  • Fixed some missing patches
  • Clipping fixes
  • Increased launch pad power to be more consistent
  • Increased lighting on the launch pads to make them more visible
  • Fixed players getting stuck in the ground when the floor drops away on the points
  • Reworked countdown indicators on the HUD
    • A stopwatch will be shown next to the countdown at the start of the round, before the randomly-chosen first point opens. Afterwards the HUD will function as follows:
    • An up arrow appears on the HUD when A is opening next
    • A down arrow appears on the HUD when B is opening next
    • Letters are still show when the points are open
  • Added launch pads to the pit below A
    • These launch players up onto the point when it's open
    • When the point is closed, players get dunked though the open hole where the point usually is
  • Removed doors around point A
  • Added splash effects when players get dunked at point A
  • Increased water depth underneath both points
    • These areas are now deep enough to put out fire
    • These areas are also now deep enough to hide sentries
  • Stickies, Mad Milk, Jarate, and other projectile-based items now correctly collide with/stick to both control points
    • As a trade off, engineer buildings can no longer be built on either point
    • Sticky bombs will remain in mid-air after the doors re-open. If anyone knows how to make them fall or destroy them, let me know
  • Improved clipping
  • Probably other minor things I forgot
I'll redo the spawns next if they are still having issues
  • Added a player launcher to the Open/Close logic for B
    • This should finally prevent players from getting stuck between the doors when they close
  • Added some shacks below A
  • Greatly improved signage around the map
  • Improved lighting
  • Slight optimizations
  • Fixed some missing clipping that could allow players to get out of bounds
  • Fixed some mirroring inconsistencies with the rock props
  • Improved lighting in some locations
  • Added a new ramp up from lower to the side platforms
  • Optimization pass
    • The whole map no longer renders at once
    • Let me know how I did on this, I'm not sure it's good enough yet
  • Clipping improvements
  • Added ramps to the side doors near the top of the map
    • This eliminates the need to jump up into the building when approaching from the sides
  • Lowered the score limit
    • 4 points are added for each player in the match (down from 5), lowering the maximum needed to win to 106 points (down from 130)
  • Added announcer voice lines when the points open

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  • Increased lighting in dark areas
  • Blocked sightlines up to A
  • Made the jump down to B easier
  • Detailing
  • 3D Skybox

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  • Added further measures to push players off of the inside ledge of Point A while closed
  • Texturing pass has begun
  • Minor detailing
  • Clipping improvements
  • Removed some ammo packs to combat mini sentry spam
  • Compiled with both LDR and HDR
  • Fixed misaligned water textures