zythefestive

zythefestive a11

whats new?
  • added more cover on last for red
  • i literally dont remember anything it took so long and i wrote nothing down
  • mostly visual improvements and small fixes
  • so.....
  • minor changes
thanks to all the playtesters!
whats new?
  • made metal sheets on last actually solid
  • changed lighting to be brighter and bluer
  • added some occluders
  • deleted a section of skybox and replaced it with hints
  • added clip brushes in the grooves around the tree on last so people will hopefully get stuck less
  • smoothed out the track in certain areas
  • added new route to A for blu
  • added force respawn for red on B defense
  • i forgor
  • more detailing
  • minor changes?
thanks to all the playtesters!
whats new?
  • added new roof on B for blue to attack with
  • added new staircase for red to use to get to A easier
  • added soundscapes
  • i literally dont remember anything
  • detailing
  • minor changes??????
thanks to all the playtesters!
whats new?
  • made access to highground easyer for blue on A
  • added cover on blue highground on A
  • lowered reds highground platform on A
  • added second door and "stuck prevention" in the room between A and B
  • moved platform on C to the right to face the spiral
  • blocked sniper sightlines
  • changed shadow color to a light faded blue instead of red
  • i forgot what else i did lol
  • minor changes
thanks to all the playtesters!
whats new?
  • blocked sniper sightline at C
  • detailing?
  • i forgot
  • minor changes, i guess
thanks to all the playtesters!
whats new?
  • moved A into the doorway
  • made doorway on A larger
  • added func_door to sign so it doesn't just disappear
  • remodeled building in B - C connector
  • moved doorway in blue lobby to cut off sightlines
  • closed all windows on blue lobby C
  • closed one window on red lobby C
  • changed ground texture to a more brown one
  • even more detailing
  • changed respawn time after capping B to:
    red: 7
    blu: 3
thanks to all the playtesters!
whats new?
  • moved red last spawn forawrd
  • added back ramp to attacker highground on last for red
  • removed C entirely
  • added small healthpack to new A route
  • closed two windows for red on A
  • removed back area on B
  • more detailing
  • minor changes
thanks to all the playtesters!
whats new?
  • added second route for blue into A
  • turned full ammo pack on A into small ammo pack
  • moved ammo pack into a small cubby
  • more detailing
  • added turntable between B and C
  • i forgor
  • minor changes?
thanks to all the playtesters!
whats new?
  • fixed being able to get stuck between the tree and platforms on last
  • optimization improvements
  • raised the entirety of blue spawn, blue courtyard, and A up so the hight difference is less extreme
  • added roll-forward zone in A-B connector area
  • moved door that closes on A capture forward
  • door that opens on B capture now moves down instead of up to prevent it sticking out of the roof
  • C now only adds 1min instead of 4min
  • replaced long ramp on the back of B with a prop-jump
  • added more rocks on D to block sightlines
  • added more detailing
  • added more cubemaps
  • minor changes?
thanks to all the playtesters!
whats new?
  • fixed many sightlines
  • raised ground around A to make hight difference betweeen A and B less extreme
  • added more health and ammo around A - B areas
  • added coal piles oob
  • textured some buildings
  • i forgor
  • minor changes?
thanks to all the playtesters!