|detailing changes to use new assets
|this hut now has windows
|detailing changes
|reduced the amount of time rewarded to BLU after capping cp1, it is now 4:00 instead of 5:30 minutes
|increased the size of one of the ammo boxes on last
|made one of the routes for the Ballonicorn go slightly further into RED territory
|detailing changes
|reduced the amount of time rewarded to BLU after capping cp1, it is now 4:00 instead of 5:30 minutes
|increased the size of one of the ammo boxes on last
|made one of the routes for the Ballonicorn go slightly further into RED territory
|This is the first version of Stage 2
|Visual fixes
|Minor logic fixes
|Fixed spectator soundscapes not playing
|Mayor Balloonicorn now doesn't go on strike when entering the play area on a specific path he takes
|Fixed the checkpoint logic triggering again when the cart receded back to it
|Visual fixes
|Clipping
|redesigned last, changed the flanks which may or may not suck to fight against, we will see, might revert if bad
|adjusted pickup size and placement around first, if first still is hard to hold I have ideas for a3
|increased the time added by capping cp1 by 30 seconds up from 3:30 -> 4:40
|blocked off this doorway until cp1 is capped
|added more height variation around the first area
|redesigned cp1
|increased the time awarded by capping cp1 by 30 seconds, from 4:00 -> 4:30, I will update Stage 1's first point to add 5:30 minutes like it originally was. This is to standardize with other multistage maps in the...
|fixed unintended sniper sightline
|fixed some railing not having collision
|nerfed a perchpoint
|detailing changes and additions
|pickup size adjustments
|minor visual fixes
|Visual changes and additions
|detailing changes to use new assets
|adjusted geo at cp1, hopefully to help have better defensive holds
|minor geo adjustments around cp2
|material fixes
|visual fixes
|adjusted metal spoon route, to make jumping on to it more consistent
|fixed cart sparks not stopping when receding back to the start
-removed bridge that...
|since the wait for playtesting is becoming very long nowadays, I took the time to fix some visual bugs that were introduced last version
|fixed part of the big ice cream by cp2 being unwalkable
|slightly altered the positioning of the metal spoon
|fixed missing clipping on some roofs
|detailing changes and additions to use new assets
|changed size of health and ammo pickups
|fixed a railing at cp2 having collisions when it shouldn't
|changed the height of the main entrance into the main choke for cp1
|extended a set of stairs at cp2 so they no longer have a gap inbetween them...
ABP wanted to make some changes, goal is to make cp1 a more defendable
|health and ammo placement and size adjustments
|changed some geo around by cp1
|adjusted size of some doors
|visual changes and additions
|moved cp1 back a little bit
|adjusted spoon again
-removed one-way door
-removed some doors that blocked a route before cp1 was capped
-removed BLU's highground route to cp1
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