replaced rail collision with playerclips because people want that for some fucking reason
this is why
replaced rail collision with playerclips because people want that for some fucking reason
- fixed player clips being misalligned
- optimized distance fade
- optimized vertex lighting
- fixed nodraw spot near b
- improved texture work
- optimized visportals near b
- fixed red players not having the right soundscape playing after respawning
- fixed overlays disappearing early
- improved texture work
- decreased capture time on all points
- increased the amount of cubemaps
- added areaportals near a and b
- decorated spawn
- updated vip-vscript to version 7
- added overtime that persists for 30 seconds if the vip is alive
- vip speed increased from 270 to 300 HU/s
- vip health decreased from 175 to 125
- vip health increased from 125 to 150
- fixed a bug where vip could get stuck in sniper's scope
- moved pickups that were near blu spawn to one way door to a
- wood texture on the a-b sign is now more detailed
- updated vip-vscript to version 7.5
- - vip can now taunt
- - buffing is now done with a coin projectile
- - vip health increased from 150 to 175
- added a simple 3d skybox
- replaced some ramps with stairs
- improved lighting
- increased speed of one way doors
beta ready?
- improved texture work
- added more detail
- added spectator cameras
- removed accidental prop
- replaced stair player clips with blockbullets2
- added a new vip poster (by rami)
- added more detail
- fixed props disappearing early
- fixed vents floating in mid-air near c
- clipped stairs with wonky collision
- optimized vertex lighting
- reworked c
- - added a flank route
- - added computers for height variation
- added a cover for blu high ground exit
- some corners have been rounded up
- fixed clip extending below the ceiling near blu spawn
- certain metal floors now have cubemap reflections
- added more cubemaps
- optimized the a-b split area by putting a nodraw brush inside a prop
- fixed terminal prop fading early
- fixed a typo in the gamemode description
the map has only been played on eu servers, so here's a small update for a us test.
- improved texture work
- improved cubemaps
- improved 3d skybox
- optimized distance fade
- fixed lighting issues
- fixed crate props disappearing earlier than usual
- added some detail to the hall
- fixed missing textures
now the development should (hopefully) be straightforward. good thing i did all that before uni.
- you can no longer build on the computers near c
- added more detail
- improved texture work
- no more dev textures
- improved 3d skybox
- added out of bounds areas for an immersive experience
- most doors and windows now have frames
- some slopes are now stairs
- merged out of bounds cubemap brushes
- clipped stairs near a
- optimized prop fade
- fixed inaccessible props...
- added painted wall textures by wendy
- fixed missing textures (nodraw) in red 1st spawn
- fixed skybox nodraw brush colliding with a wall near blu spawn
- fixed soundscape near c not activating sometimes
- expanded some doorways
- improved lighting
- - placed light_spot entities above regular lights
- - lighting is now less flat
- fixed being able to damage players behind the spawn doors
- adjusted cubemap reflections on some stairs
- optimized prop fade
- red spawns are now less confusing thanks to a gray floor
- improved detail
- improved lighting
- fixed crank prop near b having collision
- fixed missing wall
- added areaportals to c
- metal trim now has cubemap reflections
- optimized lightmaps
- fixed some areaportals not working properly