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I have finished my map, Syber.
There had been many changes since the map's release back in mid-April. This post will detail all of them.
- Previous patch notes:
Update: 5 Aug @ 11:16pm
- Full design implementations, including 3D Skybox.
- Requires more testing for balancing purposes, but design wise the map is completeUpdate: 29 Jul @ 5:09pm
- Place names added to map (both overview AND in game)
- Slight update to bot nav-mesh
- Floating model in Broken Wall/Connector adjusted
- Tightened up clipping on B Electrical
- Fixed bombsites being flipped
- Fixed some missing decals
- Changed texture of mud to fix flickering overlay issue
- Adjusted clipping around B ramp
- Added additional grenade clip brushes around water barrel models to make grenade bounces off them more consistent
- Changed location of lamp in Back Yard so it doesn't interfere with gameplay as much
- Updated clipping on models to make them consistent with gameplayUpdate: 21 Jul @ 5:48am
- Broken update where I forgot to actually put the new file in at the time.Update: 21 Jul @ 5:23am
- Many visual changes
- Bot navigation update to reflect past updates to layout and cover
- Various minor changes to cover to make it more elaborate where you are covered and where not.
- Optimisation updateUpdate: 19 Jul @ 8:26pm
- Removed overpowered self-boost spot near A Yellow House
- Added prop bucket near A Snowman
- Changed colouring of boxes on Bombsite A
- Added barrels to A archway to make A Snowman take one smoke to block off
- Added a box to remove harsh angle in A Snowman
- Slightly pushed back wall on A Snowman to allow for a cleaner angle
- Added more barrels and adjusted sandbags at A Graveyard to clean up the angles and make clearing site easier
- Many adjustments to A side of A Graveyard to allow for smoother movement
- Added extra box to Bombsite A to clean up a nasty angle
- Narrowed A arches to allow for one smoke to block it off
- Removed metal at B water to make angle less of a hard clear
- Removed boxes at bottom B water to make clearing it easier
- Added snowpile at top mid to allow for more variance in positioning
- Adjusted ice overlay over ground in Mid
- Fixed up pixel gap allowing sight into middle
- Added even more-r aesthetic changesUpdate: 4 Jul @ 4:16am
- Added wooden cover in CT spawn
- Added even more aesthetic changesUpdate: 19 Jun @ 4:21am
- ACTUALLY added Wingman. Oops.Update: 19 Jun @ 4:11am
- Added Wingman as a gamemode, where 2 T's and 2 CT's will battle it out on a closed off section of Bombsite A.
- Added wallbangable wall next to B Squeaky
- Made B red room open walls allow for grenades to bounce off of them more consistently
- Patched glitch spots and lips on various models around the map
- Changed railing in A Office
- Added more aesthetic changesUpdate: 17 Jun @ 7:10pm
- B red room crate lowered
- Helicopter replaced with crates
- Multiple aesthetic changes made around mapUpdate: 9 Jun @ 11:33am
- Minor adjustment to squeaky to allow for easier and more elaborate B site clearing
- Visual additions to B site
- Made coil of wires in A office that was previously tangible to be non-tangible
- Slightly adjusted lighting in some areas
- Fixed a pixel see-through issue on CT entrance for BUpdate: 6 Jun @ 2:28am
- Minor tweaks to map design.Update: 3 Jun @ 3:59am
- Cosmetic additions to map.Update: 27 May @ 10:54pm
- Fixed the broken textures (sorry!)Update: 27 May @ 6:22am
- Removing the drop in middle.
- Updated nav mesh.
- Fixed invisible floor bug on CT entrance B site ramp
- Minor bug fixes and design additions to mapUpdate: 21 May @ 3:59am
- Updated cubemaps (because it was not updated)
- Updated nav meshes (again, because it was not updated)Update: 21 May @ 2:38am
...Forgot the new cover.Update: 21 May @ 2:34am
- Finalising name to Borlange. Changed from Syber
- Replaced fences in middle to tarps
- Added multiple aesthetic changes to many areas of the map (snowy map woooo)
- Raised Green to make it less accessible to many players.
- Replaced burning car with more playable and theme-fitting Ice Fountain
- Narrowed B entrance for CT's to extend timings
- Changed middle wall facing towards B to allow for utility play and wallbangs
- Updated competitive spawns to be more consistent
- Updated windows to allow spotting players to be much easier
- Deepened water on B site
- Removed clipping on T spawn building to allow for players to stand on top of it
- Removed Arms Race gamemode as it has broken Deathmatch.
Update: 14 May @ 12:25am
--- Completely remade A site.
- Changed main site structure to One Big box and one small box
- Pushed back Green to right near A main
- Changed scaffolding to extend to Green house
- Added table to Yellow to allow for more complicated play from inside Yellow
- Changed the jump-ups in Graveyard to be a ladder coming out of Mid and a ramp coming out of A
- Added barrels to site to block overpowered Graveyard angleUpdate: 13 May @ 7:02pm
- Reverted position of window
- Removed headshot angle on A site
- Removed self-boostable wood on Graveyard
- Added wood wall in middle
- Adjusted CT mid ceiling height
- Adjusted length of Drop's walls to allow T's to throw easy utility
- Clipping fixesUpdate: 13 May @ 1:13am
- Fixed nav meshUpdate: 13 May @ 1:06am
- Enlarged CT and T spawn B and Mid paths to increase rotation times
- Added boxes in CT spawn to break up line of sight
- Enlarged middle
- Updated the length of Tunnel connecting mid to A
- Updated the length drop down's room
- Updated the length of surf ramp in T route to A
- Added barrel in mid cubby to allow for more mid play
- Added Garden to Mid
- Added forklift to T mid
- Changed position of A Heaven and added a drop into water
- Blocked off right path on CT main on A site
- Added more lighting
- Changed T's arches and apartments for a more theme-appropiate office complex
- Added Toilet room on T route to B
- Updated lineups to be more fitting to map size changes
- Added Arms Race gamemodeUpdate: 7 May @ 2:30am
- Clipping fixes
- Bot nav pathing fixed
- Added destructable glass to B Skylights, so get shooting!
- Simplified pathing up to A Green House, A Graveyard and A TunnelUpdate: 2 May @ 3:05am
- Fixed middle so you cannot avoid making sound going to CT through the middle connector
- Corrugated metal above Graveyard/in-between A and Mid has had its size reduced
- Graveyard has been enlarged to allow for players to run through
- Graveyard has been properly clipped to make it seamless to drop in and go through
- Garden has been added to A site
- Changed opening for A Garden to make taking and holding Yellow House simplified
- Moved sandbags on bombsite to Graveyard to provide some cover
- Changed textures for many areas to help differenciating sounds better
- Added sandbags ramp to middle for CT's
- Fixed clipping in A Graveyard, T mid and CT mid
- Added more optimisation to map
- Blocked off line of sight from the side wood plank on B site
- Slightly pushed back T spawns to be a little back
- Adjusted CT spawns so mid spawns are a lot more betterUpdate: 1 May @ 1:30am
- Added Graveyard and Tunnel to A site to connect it to mid.
- Made it not silent to go through CT mid
- Extended middle to allow for quicker and smoother rotates
- Cut out back of B site to allow for more space on site
- Minor changes
Update: 30 Apr @ 6:15am
- Properly clipped up B bombsite to prevent self-boosting
- Closed off lip at back B
- Added wallbangable-destructable wall at T A window to improve timings but not too dramatically
- Drastically lowered water barrels size on T B route to improve visibility and to stop hard angles
- Fixed missing textures under scaffolding under A windowUpdate: 30 Apr @ 1:56am
- Widened main T route to A
- Narrowed connector to B
- Added trash to B connector for more versability in location
- Added more space to B water's fencing
- Removed blocks in CT spawn to keep ramp to A smooth
- Slightly widened T midUpdate: 26 Apr @ 5:41am
- Massive map optimisation
- Slightly changed CT & T spawn positions
- Added little ramp to A Greenhouse sandbags to make getting up smoother
- Fixed some map bugs
- Door now makes the correct metallic sound instead of sounding like a wood door
- Updated radar to a newer colour schemeUpdate: 19 Apr @ 9:45pm
- General bug fixes
- Flipped bombsites around
- Added more clipping around map to stop overpowered positioning and boosts
- Added non-wallbangable box on outside of Yellow on A
- Slight reduction in bombsite plant size
- Extended the scaffolding on A window
- Added walls under scaffolding to prevent players from camping underneath
- Added barrels to CT mid to help AWPer's beat B timingsUpdate: 17 Apr @ 11:59pm
- Added decals to help with lineups.
- Changed Hole to be alot more cleaner.
- Blocked off long line of sight from Hole to T B entrance.
- Completely redesigned B bombsite.
- Added barrel to B Water. B Water is no longer a one-way.
- Adjusted walls to help with lineups while also blocking off overpowered sightlines.
- Added crate at T spawn.
- Moved position of T van and CT swatUpdate: 16 Apr @ 10:59pm
Closed up a wall near window.Update: 16 Apr @ 10:48pm
Released for Testing.