Development Update
Yea, it’s been a while since the last update came out. Got busy with school and other matters, and it was only in February that I started working on it again. I’m hoping to push out B5 in the coming few weeks, however, and I promise it will be worth the wait.
First off, let’s talk about the optimization. Yes, it’s bad around Blu spawn and A, but after three failed attempts at adding hints, I finally figured out how they actually work. I also looked at some of the valve maps I had inspiration from (Mercenary Park, Upward, and Gorge) and saw how that optimization worked.
To sum up, the optimization has improved by at least 200% thanks to a proper hint structure and the use of Occluders. I’ve also used areaportalwindows that close at far distances.
Second, layout changes to A. Off to the side near Red’s first spawn, I’ve made a new platform for snipers. I’ve also changed the layout of the stairs up to the second level to be encased in the wall near the room with the laser to make it harder for Blu to flank up to the second level.
Third, I’ve decided to combine B and C together into a new final point. This uses elements that were found at these two previous points, such as the crocodile pit and the left side flank near B, and the centralized point at C. This is going to be the final major layout change, but expect other layout changes to this area before detailing based on how it plays on the imp.
If you have any requests or changes you want to see, feel free to give your thoughts!
Screenshot coming later once I hook up Red’s reused final spawn to the layout.