added no-entry barries, signs and more detail improved optimization Read the rest of this update entry...
completely reworked second -removed some displacement to save memory rotated last 90° clock-wise -changed and added routes fixed broken respawn times fixed red shutters on second fixed symmetry issue on second improved optimization Read the rest of this update entry...
added and changed healthpacks / ammopacks fixed missing texture Read the rest of this update entry...
flattened second, with all routes to it tightened lobby and moved shutters changed entrace to the stairs properly clipped displacements with bulletblocks fixed missing player_clips more optimization Read the rest of this update entry...
fixed symmetry issue added hazard lines around capture points to show where trigger is added nobullet brushes fixed displacement improved optimization tested respawns - no more 45 second ones Read the rest of this update entry...
properly clipped all the stairs added fence on second "yard" idk Read the rest of this update entry...
changed displacement on mid from power 4 to 3 changed visclusters (reduced) changed brushes to details added detail scenery on mid Read the rest of this update entry...
clipped truck on 2nd adjusted shutter's speed on 2nd fixed missing healthpack and ammopack next to truck Read the rest of this update entry...
I like the variation of entrances height on mid and second. There's quite a few long sight lines. Maybe one or two might be ok, but there's definitely an overabundance. Some of your paths also feel a bit isolated from others.
hello thanks for the reply, i really appreciate it. theres more sightlines then these, ill try to limit the vision on some of these. the map is open (upward-wise), so a soldier or demo can counter sniper. i think some of the routes being isolated makes flanking easier and enhances the gameplay but i see your point.
reduced height entry to last through choke moved pipe on last backwards to allow more bombs moved last point 16 units back and rotated it 180° fixed missnamed door opened up barrel area on last updated area portals, added func_details, aligned all textures Read the rest of this update entry...