Stimpack<snip>
The shutter, waterfall, tree, and fence issues are all known and I'm working on them now that I know people actually like the looks of this map and want to play it. I've been busy with life things recently, so it may not be until Thanksgiving weekend when I have time to actually sit down and rework some of the major things on this map.
Seeing the skybox to the left of the waterfalls was semi-intentional. That was around hour 10 or so of working on this map constantly, and I just wanted the to be finished and release it. There's no excuse other than me being stupid.
The 90 degree lighting was to make the map equal to both teams in every single way. I may change it if people care enough, but it will probably stay that way.
The HDR... I'm stupid for not testing that. I'll work on getting that fixed in this next update.
Clipping issues with displacements and whatnot... didn't even think about it, I just threw the player clips on and hoped they worked. As with everything else, it will be fixed for the next release.
As far as the ground goes, I'm going to try and do something neat with the next release... you'll see.
Also, people with super-frame-saving configs can't see the tree next to house. I'm either going to try and fix that or just remove it.
Along with all of these things, I'm going to make respawns much shorter. They're way too long (I'm pretty sure they're default KOTH right now...)
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Thanks for the in-depth analysis, this is the first map I've made from scratch and released. So yeah, thanks a bunch for all of those problems, and I hope to fix them ASAP.