For example, most people have a lot of trouble finding point C in its final stage, so I added some subtle hints that appear at that time.
And by subtle I mean BIG FLASHING ARROWS.
NO MORE OF THIS SHIT:
MUCH BETTER:
MUCH BETTER:
WHY.
Changelog:
• Added guiding arrows toward point C in its final location
• Realigned doors and brushes to prevent holes
• Fixed seeing trigger texture on spawn doorways
• Fixed many textures not lining up
• Fixed a few misplaced textures
• Repositioned several props
• Fixed lighting in some locations
• Fixed strange lag effect when walking on the control point mover
• Fixed the water so it no longer peers into the void
• Consolidated several brushes
• Changed several brushes to func_details
• Added more cubemaps
• Added more camera points
• Replaced some brushes for cosmetic purposes
• Upped fall damage triggers to prevent spies from using the deadringer to get below them
• Removed damage force from fall damage triggers
• Minor optimizations
• Added hidden credits
• Other things I probably forgot to include in this list
• Realigned doors and brushes to prevent holes
• Fixed seeing trigger texture on spawn doorways
• Fixed many textures not lining up
• Fixed a few misplaced textures
• Repositioned several props
• Fixed lighting in some locations
• Fixed strange lag effect when walking on the control point mover
• Fixed the water so it no longer peers into the void
• Consolidated several brushes
• Changed several brushes to func_details
• Added more cubemaps
• Added more camera points
• Replaced some brushes for cosmetic purposes
• Upped fall damage triggers to prevent spies from using the deadringer to get below them
• Removed damage force from fall damage triggers
• Minor optimizations
• Added hidden credits
• Other things I probably forgot to include in this list
DOWNLOAD
My file host died so I switched to Google Drive.
Suggestions and criticism are welcome (Be gentle please). I am already planning for a revision 2, potentially adding better terrain, textures, and an actual 3D skybox.
However, I don't know when I'll get to work on this again, since Valve will soon be rolling out an update for tf2 which may kill the use of Source SDK for a while.