Gigantic

Gigantic B4

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
  • Modified speed boost logic to match current prefab
    • This fixes the bug where the powerup models would stop spinning after about an hour
  • Fixed some boards that were supposed to be non-solid being solid
  • Fixed missing spectator cam for Red team
  • Added back some more grass

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
About half of the rounds seem to play well, and I think I've gathered enough data to determine that it's usually because of teams when it doesn't. Because of this, this update is focusing more on optimization while I continue to observe how it plays to see if it needs any further large changes.
  • Minor geometry changes to the interiors of the forward spawn buildings
  • Removed barbed wire and hurt triggers from fences/cover at mid
  • Added nobuild to the top of the ball dropper at mid
  • Texture fixes
  • Detail changes, improvements, and additions
    • Made all roofs 4hu thinner
    • Replaced some "Respawn" signs with "Battlements" signs
    • Cheap water has been replaced with much nicer expensive water
    • Other stuff
  • Lighting changes
    • Made all major outdoor phantom lights match sky light color
    • Fixed an annoying lightmap issue on Red's side
    • Gave almost all lights either point_spotlights or env_lightglows, to make things look nicer
  • Significant optimization improvements
    • The broken buildings now have proper areaportals, and don't have a bunch of cracks that caused upper floor to render when it wasn't supposed to be visible. Whoops!
    • Full, agressive occluder pass
      • Some of these might end up hurting more than helping in spots. Please leave feedback if you notice big framerate dips anywhere!
    • More prop fades
    • I'll do a full prop fades pass later

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
I almost finished this version a few months back, but every time I thought about compiling it I added or changed a few things and then forgot to compile, so I'm calling it here and getting the changes that have piled up tested. If it plays well I think I'll do a final lighting and optimization pass and maybe push to RC soon? A terrifying prospect, but it might be ready for it.
  • Dead players on both teams now respawn when the ball drops after a goal
    • This does not effect the initial mid fight; this only triggers after goals
    • This does not happen if the ball is reset for any reason other than a goal either; this only triggers after goals
    • Since the ball spawn time is 15 seconds, all dead players will respawn 15 seconds after a goal
    • This is a very experimental change (and the first deviation from how "official" PASS Time works that I have done with this map), and I will be watching how rounds play accordingly
  • Adjusted cover around the lower entrance to mid/spawn building exits
    • The tree has been moved up so the branches no longer interfere with gameplay
    • Nobuilds around the tree have been adjusted to account for this
  • Adjusted geometry around the bonus goal launchers
    • It should be much harder for scouts to solo-score on the bonus goal now, since they can no longer jump up to the lower deck with a double jump
  • Clipping improvements
    • Fixed a few ball stuck spots
    • Fixed the train station's roof being clipped wrong
    • Fixed a perch point on the broken roofs
    • Fixed lamps near mid being solid
    • Replaced Playerclip on the goals with Blockbullets2
    • Dozens of smaller clipping adjustments and fixes
  • Texture fixes
  • Minor detailing changes/fixes/improvements all over the map
  • Lighting improvements
    • Dark areas near the edges of mid have been better lit
    • Most outdoor lights in direct sunlight have been turned off
    • Most outdoor lights in direct sunlight no longer have point_spotlights
    • Changes to a few lightmap scales around the map
  • Optimization
    • New occluders on the broken buildings
    • More hints
    • More prop fades I think

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Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
The 3D skybox clone of this tree is slightly larger than/offset from its real world counterpart, which causes some funky rendering from this angle.

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