B8_PT (B8 Play Test version)
- Moved defenders peak window on last ramp to open a better and more usable field of vision.
- Introduced a working map room camera, the monitor for which is on the RED defenders side of the wall, in the room dividing the exit and map room. The camera only looks at the underneath of the catwalk, acting as a way for defenders to clear that under area.
- Changed defenders stairs window two-way instead of a one-way window.
- Added two-way metal grate on last balcony.
- Added bricks to the corner between the two sets of stairs in tires.
- Moved jump-up wooden platform on 3rd house over a bit.
- Fixed floating pole props.
- Fixed black texture issues in two areas.
- Doorways or door props whose lip or bezel were up against a wall have been moved away from said wall.
- Added extra lighting to tires.
- Fixed brush sticking out in tires.
- Fixed incorrectly lit props. Rest are result of people’s own mat_phong settings.
- Added frame to glass window in BLU forward spawn #1.
- Fixed floating doorframe prop in BLU forward spawn #1.
- Fixed seam in skybox displacements.
- Fixed collision on doorframe prop in BLU’s first spawn large spawn door.
- Made detail changes to some parts of the map.
- Removed cursed froge. Frog fearers are now safe.
Changes from undocumented versions:
- Used newest Hammer++ version, found crap/invalid brushes and fixed them. All 38 of them. I hate life.
- The headline changes: Last point
- The left most window (when looking from in map room) of map room has been removed to serve as some pack cover, protect defenders slightly more, and overall give defenders further reason to hold map room, attackers further protection.
- Fixed some of the explosion debris blocking doors post-round.
- Single door in "dark room" on last instead of two smaller doors.
- Wooden cover and point label on defender high ground (above bomb pit).
- Moved tires > last choke slightly, moved stairs towards map bounds further and brought the protruding wall near the tires choke back towards map bounds to give more room on high ground, with minimal change to choke width or GIRTH. This change should make this choke a bit more necessary to control, and dark room acts as an incentive, whilst also being harder for players to run from tires choke > dark room quickly.
- Reshaped/reworked last high ground, specifically the metal high ground. Should better protect newer sentry spot metas, and force those on high ground to have to commit to peaking to destroy the gun. Distance to "meta" gun spots from height has been increased a bit too, in the hopes that instant reflecting will be less effective.
- Fixed some lighting on last.
- More room on low ground under metal high ground thanks to stairs being moved towards map bounds. In general trying to expand on the space down there, will need to see if there is any benefit for attackers.
- Fixed whack lighting in BLU first spawn. Combination of displacements + lighting issues from BSPReveal which have been fixed in an update.
- Fixed a few lights across the map to be softer and more consistent.
- Fixed performance issues (mostly) by removing large areaportals to see into last, converted back to skybox brushes.
- Consistent performance tests are hard and a pain, but should be on par with normal Badwater, hopefully better?
- Lightmap resolution on some props turned down slightly.
- Small navmeshing stuff - rest will come with the full B8 release.
- Fixed some whack displacements.
- Smoothed out lighting in first tunnel.
- Fixed hole in the world in BLU second spawn (forwards).
- Fixed lighting on one rock on first. B8 will hopefully have new rock collisions to fix stickies being hidden in rocks (an issue present on all Badwater & Cornwater versions, and any other map that shares those rock models).
- Fixed prop lighting in detailing areas.
- Fixed a bunch of texture misalignments.
- Fixed some poor playerclips.
- Combined and cleaned up some brushes (geo & toolbrush).