Pharaoh Public 6 IS OUT!
The release has the new content made during the past 4 weeks. It has a new radar image for the updated layout, but more importantly, there is a better layout at Queue, with more finalized lighting. New props and more custom content!
The file size is slightly less than version 5. Which is good! I did some file optimization where I could.
For now the only thing that is left for the map to be complete, is to make the 3D Skybox. Which I will work on during this next couple of weeks while I gather data on the map. I fear it might be slightly Terrorist sided, so I am thinking on ways I can even it a bit more. It doesn't help that the economy also favors the Terrorist team more, which I have to account for during balancing.
It looks neat I think. I like that it's clear and identifiable. You can tell how big are the buy-zones, the bounds for the planting zones, as well as the white outline denoting the play area. It's very clear, and the grey-scale background with the fill map layout, so you can see the coaster, and other scenery props.
EDIT. I just realized a radar visual bug on gift to B connector. Well, I will have to fix that up for next release.
I also have to add soundscapes to various parts of the map, pretty much everywhere, I haven't done any sound work. Also, cubemaps, which I am scared for as those will increase map size I bet. I will stay on the conservative side. not that many reflective surfaces anyways, and players don't really focus on those, but still, it's weird having a de_dust reflection on screens. SO I must do those.
And I don't know how play-testing go. I wonder how it will play out and then iterate based on that. I want to see how the change to the Anubis-ark connection work. I hated that you could snipe from tomb into the ark room, so this change should be welcoming for both sides I think.
As always, the layout from the top. Thanks for those who read, and thanks for the comments!