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▓▓▓▓▓█░░░░ Valve, ░░░█
▓▓▓▓▓█░░░░Add This░░█
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Fixed still collision model issue.
Fixed CT ladder exploit.
Fixed Blue Tarp exploit.
Fixed bomb drop exploits.
Didn't Vavle add the option to make the players stand out against foggy backgrounds? I don't know how foggy it used to be, but I can imagine that I may increase visibility that way.
Just saying, I think it would be a shame if the fog is kept out, since it would help to make the map stand out amongst the rest (talking about visibility again :) ) and would generally be a nice change of gameplay.
Speaking of fog, the original version actually was a super foggy morning, and I loved it! However, to keep player visibility nice and clean I ended up pulling it out. It certain had a great atmosphere to it.
-At T-spawn to the right, the enviroment beyond the bridge feels a little empty
-And speaking of that bridge, the bricksa are surprisingly clean; maybe add a little moss.
I may come of as a little picky, but I think it can just polish your work a little further
By the way, can you make a version with extra dense fog?
Rheingauerin, yes we are still working away on the level. The Ambulance is being finished up, and a bunch of small tweaks are being done by Jonny 5. I will post a new version of the level as soon as we get something together with the latest changes.
I am also fond of creating maps, but I don’t understand how to make them.
Sorry for the long delays between updates. Update v27 is now live. In this version of the level, you will notice the level is starting to get defined. This is because I have teamed up with Jonny 5 to start nailing the look and feel of the level. Jon is delivering awesome materials, helping me with models, and dispensing all sorts of valuable advice. Changes worth noting are below.
-Reworked CT route into the Distillery to cut off a few seconds, and to allow easier access to the Mid overlook.
-Started art tests to see how the new materials will look. Looking for feedback on potential enemy identification issues.
-Built various models including curbs, architecture, and more.
-Style guide started for the Distillery.
-Style guide started for the City.
-Material and Model work by Jon is now present in the level.
-Fixed some bad clipping on a few buildings
-Updated the geometry on various buildings to make it feel more like a city.
-Adjusted the Terrorist path to A slightly with new geo.
-Adjusted the CT path into mid.
-Adjusted cover along A and Mid paths.
-Terrorist route to A has been further blocked out. This could have altered the timing ever so slightly. Further playtesting data needed.
-Adjusted cover around A and the Terrorist path to A.
-Multiple buildings throughout the level got some extra detail, and are starting to feel a bit like their reference.
-Fixed some clipping issues.
-Adjusted some lighting around core paths.