**MAJOR UPDATE**
This Gravitas version..... 15, I think
major updates this time:
- updated geometry for quickening pace of gameplay
# adds a platform facing the façade of the map to open up previously unavailable lines of sight and enhanced countering plays
# widens certain pathways to encourage a bit more strafing in duels
# adds a jump path in furnace room to top floor of building (kind like walljumping, but without gravity bouncers - you have to do all the work)
# adds two new launcher routes (one will likely be removed, pending further testing), one to the new platform, one from the new platform to the opening in the building
# adds a platform underneath the orange launcher as a spawn area and a landing-pad for anyone unfortunate enough to fall off the higher levels of the map
# fixed some clambers because no one likes that ****
# removed gravity volumes because no one understands that you have to jump and thrust to get to the floating platform - added one more floating platform to make up for eliminated float distance - also added small edge platform to speed up/add flow in that section when rockets are not spawned
# added stone wall to encourage nade-bouncing and to clean up the aesthetics up the sand-covered staircase on the Marathon tower
- removed 'Gornball' pending further testing of its gameplay effects
- updated weapon set including:
*** DMR 1 clip, 70
** Carbine 1 clip, 50
** 2 Light Rifle 2 clip, 60
**** Binary Rifle 1 clip, 260 seconds
***** SPNKr 1 clip, 280 seconds
*#* damage boost, 180 seconds
** various grenades
sue me re. the DMR, it helps counter the longer distances and is useless in shortrange (the majority of the encounters)
- two hours of map-breaking has led to the thing being boxed in very solidly, I don't think there are any ways to clamber or skill-jump your way out of the map - kill volumes and invis. blockers abound, thanks to GT: Bubba, the guy is a ****ing genius - further streamlining is necessary, but it's pretty solid the way it is
- spawning has been updated slightly, with added spawn points and better placement for those that exist
Updated the art/filter as well:
- fixed filter effect to clear up visuals
- fixed near fog effect for soft snow effect when in scripted 'weather' zones
- added lighting cues to important areas
- will be updating again soon with a 'cleanforge' variant with lighting, piece usage, and object density fixes
Pictures, and updated intro cams/animations are on their way!
Please send any feedback my way - it is optimized/intended for 1v1, though 2s seem to work ok as well. Let me know your thoughts, thanks!