I’ve made changes to roof access again. I’m “boarding” up more of the roofline so you can’t rocket jump directly onto the intel, but you can still rocket jump up there… there’s just less room for you to really do so. I’ve improved (hopefully) the clip brushes around the stone to the back of the houses, scouts should have an easier time scaling it to get to the roofline and there will be new access to double jump up. It’s a more agile route that will take some getting used to in order to navigate but adds another area to guard against that isn’t the stairs. You can rocket jump up this area as well, but it’s not very HP friendly to do so.
Also implemented are the clip brushes around the radar dish and small peaked roof suggested by Kirt. I don’t think many people will really notice it and now having added more stuff to the rooftop (since my first design, not since Beta 5) it makes more sense to be knocked away as opposed to a perfectly clear and inaccessable roofline.
Fixed is the hole in the displacements. They were near impossible to notice in Hammer because there’s no shadows, it blended together perfectly and in the game it’s not a common area to stand around looking at the floor, so great eye Kirt. Saved me some embarassment there in the finished copy.
New doorway to the spawn rooms, I originally planned a long hallway to the basement but couldn’t join the two very well, so now the hallway runs overtop with a glass window to pour some light into the dark tunnel coming up from the lower spawn room. You’ll understand it when you play the new changes.
I’m not posting any screenshots because I can’t recompile right now, my computer is busy downloading homework from the school network and I don’t want it to crash. It’s a real pain to access network files from home.
Beta 6 will NOT be ready for this Friday/Saturday matchup, so we’ll all just have to put up with the super-shiny floors in Beta 5 for a while longer. I don’t know why that happened, exactly. Seems 30% of the time the floors shine up like that, 70% of the time they show up as they have been in the past. Dunno whether to blame the Source SDK, Steam, TF2 or my shoddy PC. I have another computer I’m going to do the final compile on, just to see if it makes a difference in filesize, compile stability and lighting quality. I have a strong feeling this PC is on its last legs and I have $0 to replace it with.














