The cave entrances were restructured to vastly improve vvis performance. In-game this results in correcting the problem I had of the game rendering the entire map, no matter where you were standing. Since you can no longer “see” from one base to the other, I could remove the needless fog entity which (despite never SEEING any fog) would lag my computer slightly. Those two improvements together have increased framerates and should help the map run a lot smoother on PCs which were having difficulty last week. To try to give you an idea, what was once taking over three hours to finish compiling now takes just over 30 minutes.
Other than that, I’m just trying to tweak the bugs that are pointed out such as getting stuck on walls or props.
Also adjusted are the clip brushes around the radar dish on the rooftops. Those who were complaining that they couldn’t get up there can get up there again. However, I’m fixing the clip brushes around the props on the walls so engineers can no longer scale the metal sheets to get up top and build sentries that can see an unfair ammount of the base.
This area was clipped before because I didn’t have displacements on the tops of the walls, being that high allowed players to see into areas that were, well, ugly at best. This has since been fixed.
As a side effect to the new cave entrances, Snipers can no longer hide in the furthest back corner of the base and see to the half-way point of the map. Bases are down to a single dump truck at the entrance, with the new design the extra cover from the truck isn’t really needed (I hope) as well as I as an engineer it was pretty easy to drop a sentry back there and, with my team’s help, all-too-easily hold that entrance funneling would-be captors to the upper side entrance.
There’s a list of changes, optimizations and hopefully fixes for the next release.