Oof, was working on the skybox and got the crashing issue again. I've got a bunch of recent backups so it'll be fine : )
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Workshop updated!
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Did some more rigorous bot testing, ended 51 to 21 for CT's It stopped working at 72 for some reason.
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I always knew the vent had to go, because it was ugly, too long, and the areas it connected didn't really make sense for a vent to connect.
The glass wall blocking off the table area nerfs the spot a bit, as it's slower to get to cover.
Using a molotov is probably better than smoking off the window due to this.
There's a little electric box you can use to jump up into it.
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Stay on the grind dude
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Workshop version and images updated! Only real gameplay change is that the staircase in mid got deleted. Results of timings test ~15 seconds to get onto A site through road entrance ~15 seconds to get onto A site if you go through the balcony thing where the Brush logo is You can still get boosted up to where the staircase used to be, it takes about 8 seconds to get there and get boosted. This makes the road entrance more desirable, as it is not insanely slow compared to mid anymore.
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Map is getting playtested this sunday!
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Seems that there are some bugs inside (missing props and textures), just download it from the playtest submission sheet, maybe your able to fix it before the playtest https://steamcommunity.com/sharedfiles/fi…/?id=1849852026
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Quote from Vanx
7 hours ago, Vanx said: Seems that there are some bugs inside (missing props and textures), just download it from the playtest submission sheet, maybe your able to fix it before the playtest https://steamcommunity.com/sharedfiles/fi…/?id=1849852026
Thank you very much for testing this! This version was done on a different PC, and I must have messed up when setting up custom textures and packing with VIDE. I'll recompile an old version. (Like in the patch notes, I need to fix those nade lineups anyway. If you were wondering what they're supposed to be for, one of them is a smoke at A that lets you push onto the site, and another is a smoke for the tunnel.)
Something I noticed : I don't have to wait for my workshop submission to be approved anymore. I guess 15 or so updates with patch notes is enough for them to "trust" it.
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I think I fixed it. I removed all the custom assets from my folders then ran the latest workshop version, and that worked.
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Was a nice playtest, like the coke points.
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Post-playtest but pre-post-playtest update post! Planned changes: -Remove green room. It was kinda fun, but people almost universally said to remove it to simplify the map, and make it harder for T's to get through to CT spawn. -MOVE CT'S BACK This'll make those yellow boxes at A more useful for Terrorists. -Make the bit under B lighter this is objectively good -Remove the wallbang at the keg room leading to B, and probably make that area safer for T's in general Might give them a vent for nades or something -Make outside areas less like fancy skybox corridors
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-Change window to func_breakable_surf, and change texture -Add grenade lineups for T's at A -Add a few more crates around -Change all the prop_physics to prop_physics_multiplayer -Add some textures in the places that completely lack them (office, corridor at A, T connector to mid) -Try my hand at making some keg models
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I'll also A N A L Y Z E the demo and think of more stuff based off that. Thank you so much to everyone who was in the playtest!
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ˢᵐᵃˡˡ little update to fix the forklift angles
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