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-Bots have a more advanced navmesh.
*Updates on this map will be fewer and farer between, as I am going to be working on a new map in a more refined process, i.e. not adding advanced lighting and props until the end...*
-Fixed some lighting issues
-Fixed some clipping issues
-Removed Skybox
-Changed invisible walls on A and B sites to player clips
-Extended Terrorist buyzone
-Added a ceiling to the cave
-Raised the walls in the cave
-Changed texture on steps from T spawn to long B from a nodraw to the wood texture the other stairs use
-Replaced the T spawn bombsite sign with the correct one
-Added a bombsite sign for the path from T spawn to A site
-Moved the lights and cubemaps in mid up about 50 units to allow for the hallway going in
-Added a functional radar
Coming soon:
-Finished mid hallway with door to T mid, CT, and A site.
-Improved lighting behind A site
-Another entrance to A site (tunnels from mid, most likely)
-Map area names
-Improved, complex navmesh
-Terrorist spawns fix
-10v10 support, rather than the current 3v3
-Improved lighting overall
-Displacements in the ceiling to improve realism
-Changes to CT and T spawns
Issues
-Terrorist bots seem to rush mid to A every round, while CTs rush long B to T spawn.