Beta 5 is out, known bugs fixed, map improved.
I usually do not list changes or whatever i have done during development progress but since i released public beta from the map, i think everyone should know the fixes i have made so that issues they have discovered in the earlier beta, might be already fixed.
- made shortcut route from C to B to be dead end for RED. "Jump" to high is now required to get through
- made path to C from high up to be one-way only. Door is now blocking access
- changed route at the entrance of D-point (to high area) to be more usefull
- changed capture point C location (moved it a bit backwards)
- closed down route near D from platform to high area
- added shorter way from D to upper E door by changing circling path at the walls and making that route more usefull to BLU
- added more clips to areas so that players are less likely to bump into some small corners and such
- added missing frame to window near E, it is now harder to shoot stickies, rockets, etc through it
- added additional arrows and signs so that players can easily navigate where they need to go
- added more details, changed some textures, optimized the map more
- enhanced BLU first spawn area to look more better
- fixed global shadows angle
- fixed nodraw crack at RED spawn 2
- fixed missing collision to empty cable reel near D
- fixed BLU spawngates (number 3 and 4) opening through the floor
- fixed detail props appearing through floor near first BLU spawn (door number 4)
- fixed shadows appearing through ceiling in BLU first spawn (they are no longer visible in low cellar level ceiling)
- fixed teletrap possibility inside alternate route to D (coal area)
- fixed last traintrack casting shadow through the pit wall
- fixed RED spawn 2 from blocking players inside the spawn. They now teleport to next spawn correctly when C is captured
- fixed few spots high up on parts of the map where players could access to
- fixed small crack in the floor near B and very small bumpable crack you could get stuck to near D point
- fixed several props, overlays and models fade distances
- fixed sentry being able to shoot through fence making it nearly impossible to destroy (D entrance)
- fixed BLU being able to enter final RED base if someone opened door for them (one door was missing func_respawnroomvisualizer)
- fixed BLU spawn door 4 resupply cabinet shadow
- improved framerates around the map in all areas where it was still possible
Thanks for everyone who contributed in bug reporting and playtesting.
I usually do not list changes or whatever i have done during development progress but since i released public beta from the map, i think everyone should know the fixes i have made so that issues they have discovered in the earlier beta, might be already fixed.
- made shortcut route from C to B to be dead end for RED. "Jump" to high is now required to get through
- made path to C from high up to be one-way only. Door is now blocking access
- changed route at the entrance of D-point (to high area) to be more usefull
- changed capture point C location (moved it a bit backwards)
- closed down route near D from platform to high area
- added shorter way from D to upper E door by changing circling path at the walls and making that route more usefull to BLU
- added more clips to areas so that players are less likely to bump into some small corners and such
- added missing frame to window near E, it is now harder to shoot stickies, rockets, etc through it
- added additional arrows and signs so that players can easily navigate where they need to go
- added more details, changed some textures, optimized the map more
- enhanced BLU first spawn area to look more better
- fixed global shadows angle
- fixed nodraw crack at RED spawn 2
- fixed missing collision to empty cable reel near D
- fixed BLU spawngates (number 3 and 4) opening through the floor
- fixed detail props appearing through floor near first BLU spawn (door number 4)
- fixed shadows appearing through ceiling in BLU first spawn (they are no longer visible in low cellar level ceiling)
- fixed teletrap possibility inside alternate route to D (coal area)
- fixed last traintrack casting shadow through the pit wall
- fixed RED spawn 2 from blocking players inside the spawn. They now teleport to next spawn correctly when C is captured
- fixed few spots high up on parts of the map where players could access to
- fixed small crack in the floor near B and very small bumpable crack you could get stuck to near D point
- fixed several props, overlays and models fade distances
- fixed sentry being able to shoot through fence making it nearly impossible to destroy (D entrance)
- fixed BLU being able to enter final RED base if someone opened door for them (one door was missing func_respawnroomvisualizer)
- fixed BLU spawn door 4 resupply cabinet shadow
- improved framerates around the map in all areas where it was still possible
Thanks for everyone who contributed in bug reporting and playtesting.