RC3 Changelogs
-Lots of subtle balancing issues addressed
-Lots of clipping issues addressed
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RC Changelogs
-Fixed an error where respawn cabinets would not open the way they should
-Fixed lighting issues
-Removed test entities
-Fixed cubemap issues
-Changed some barrels to help hide teleporters a bit more
RC Known bugs
-Some minor clipping errors that allow demomen and soldiers to jump to places they shouldn't
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B2 Changelog (See notes for link to B2)
-Fixed various instances of overlapping brushes
-Fixed a problem with a door located in red base (pipe room-lobby room door) opening in the wrong direction
-Added a way to get back onto outdoor pipes from the grated side of the roof it ends at
-Fixed a lighting issue in the vents room with ammo and helath
-Touched up various cubemaps and reworked some aesthetics to match new cubemaps
-Tweaked various prop solidities
-Tweaked the custom texture in the hall leading to the intel room (non-vent entrance)
-Removed sacks in wooden cubby in lobby room to make it more teleporter friendly
-Added a funcrespawnroomvisualizer to protect teleports. This change is heavily subject to removal in ctfpipedream_b3
-Adjusted barrel props in lobby room to balance (buff) engineers slightly
-Changed light color in red vents area
B2 Known bugs:
-A cubemap error in the red vents
-Slightly bright lights in red vents
B1:
There are some minor texture issues and sentry tracking issues in the map. The sentry tracking issues are evident in the pipe rooms, ontop of the pipe platforms. Building on a platform will cause a sentry to continue firing at a player even if the player passes below the pipe platform. This will be addressed in b2.