Gigantic

PASS Gigantic B5

14bit

L14: Bit Member
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Oct 5, 2014
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  • 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
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Oct 5, 2014
680
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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
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Oct 5, 2014
680
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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
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Feb 7, 2008
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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.

1653606378928.png
 

14bit

L14: Bit Member
aa
Oct 5, 2014
680
2,198
14bit updated Gigantic with a new update entry:

B5: Overdue Optimizations

I've been sitting on this version for over three years without compiling it, and now that it seems that Valve has acquired the rights to PASS Time and fixed the main bug that made PASS Time unplayable, it's as good a time as any to release it and see if it still plays well!
  • Fixed the bottles not being physics props
  • Added a log on the ground to help visualize where the spawn-change trigger is
  • Fixed a 3D skybox rendering bug on the four center sequoia trees
    • Since the...

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