I'm back! trying mapping again, went through and did some sweeping changes
-mid has been scaled back to a more reasonable size with lots of elements totally redone
-overall map has been adjusted in terms of scale
-pushed spawn back further
-more height variation near intel and a few alternate paths
-intel room tweaked
-snow
-moved lower spawn doors to avoid clipping into the floor above
-slight prop adjustments
-shrunk mid slightly
-changed battlements
-slight prop changes in intel
-new skybox
-redid mid to hopefully provide some more cover
-blocked up the sides of the trains connecting to mid to cover some cheeky sniper sights
-added more signs
-trying out a oneway door going into intel
-opened a door up in intel to hopefully help with sentries
-changed up some terrain colors
-hopefully got slightly shorter respawn times working
-reversed the one way door, will probably end up getting removed but want to try it out
-removed a flank to try and encourage more combat
-added more of a walkway in intel to try and give attackers some more ground to work with
-sign tweaks
-ammo tweaks
trying out more wacky ideas to try and tighten up some routes
-second spawn room 2fort style
-snow removal, prop tweaks
-lots of brush tweaks
-texture tweaks
MAJOR overhaul, testing showed there was some major layout issues that came from the initial design so I got back on and deleted most of it while keeping aspects of it that I thought were solid
notable new features:
-mid has been completely redone with an underpath and deathpit
-funny hazard train that opens up new routes
-generally tighter routes and a more condensed size
-waterfall for ambience
-too many other changes to list
-lower bridge area tweaked
-geometry by spawn tweaked
-spawn room tweaked
-train logic should be mostly fixed(?)
-grate above intel opened up
-probably plenty of other small tweaks I forgot
-updated underbridge geometry to allow more wiggle room
-respawn timers tweaked, attackers get reduced respawn timers when in enemy base (may need to be tweaked)
-some canopies have been tweaked for better rocket jumping
-clipped off the roof above intel
-respawn timer adjustments
-slight balcony adjustments
-experimenting with a one way door out from the train room
-lots of geometry changes to connector areas
-prop changes
-removed front train gate instead creating a longer 'escape' type route
-the windows are no longer boarded up (mostly) just for fun!
-dynamic respawn for attackers was really jank so it has been removed
-tons of other stuff I probably forgot
mostly a recompile & skybox tweaks
-adjusted initial train spawn time to avoid giving one team an advantage on round start
-adjusted some connector rooms to possibly improve combat around them
-prop adjustments to try and help against oppressive sentry spots
pushing this map into beta, most of the major layout issues have been dealt with and from here on out will mostly be blocking in visuals and other balance changes that don't require a total overhaul
also a new proper name!
other changes include:
-adjustments to the train gates to have more lights and hopefully notify people about the train's arrival better
-slight health pack changes to help attackers
-train logic adjustments (hopefully the train will no longer steal intel)
-prop...
* Temporary Description, full changelog to come
* Temporary description, full changelog to come.