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Continued detail pass
Fixed saw finale trigger_hurt lingering after the saw was destroyed
Various pickup adjustments
Various clipping fixes
Added navmesh
Increased BLU respawn wave time from 3 to 4 on all points
Added placeholder finale explosion sequence
Various visual adjustments and fixes
Various clipping fixes
Began map wide detail pass
Added alternate path up to ruins outside BLU first spawn
Added jumper accessible hole in outer wall of A choke
Reduced BLU respawn wave time on A from 4 to 3
Various pickup adjustments
Fixed RED being force respawned at the wrong spawn points
Increased time added on capture for B and C from 240 to 300 seconds
Reduced BLU respawn wave time on C from 3 to 2
Visual and clipping fixes
Adjusted shape of ramp to C catwalk
Adjusted cover and handrails on C catwalk
Extended C main building second floor deck
Increased height of C non-playable conveyor belt
Redesigned lobby and outer flank/highground on D
Adjusted elevation and pathing around D tunnel flank entrance
Added HUD indicator for finale cap zone progress (thanks Sarexicus!)
Saw arm movement speed now scales with the number of players capturing
Saw arm regression is now tied to final control point capture decay speed
Enabled forced respawn for RED upon point capture
Various pickup adjustments
Various visual adjustments
Various clipping fixes
Reduced BLU respawn wave time on B from 4 to 3
Removed ramp access to B-C connector house balcony
Added new route up to rooftop/catwalk overlooking C cart path
Adjusted geo to clarify route options on third floor of C main building
Expanded pocket area on ground floor of C main building
Adjusted cover placement around C checkpoint
Various pickup adjustments
Various visual adjustments
Various clipping fixes
Adjusted cover around catwalk above the cart path on C
Adjusted geo to improve flow on third floor of main building on C
Adjusted geo around D cart path entrance to improve flow and route visibility
Adjusted geo to prevent players taking fall damage when leaving RED’s final spawn
Fixed the round ending if the cart was pushed into the D capture zone in overtime
Fixed players who captured C mistakenly receiving credit for capturing D
Various pickup adjustments
Various visual adjustments
Various clipping fixes
Widened A choke doorway
Removed path from A cliffside flank to small temple staircase
Added new entrance to underground flank at the base of small temple
Slightly increased elevation and cover of pocket near B checkpoint
Expanded outer balcony and cliffside flank entrance on B
Lowered rock near B checkpoint to eliminate a sightline
Added ramp access to B-C connector house balcony
Removed prop cover around D cap zone
Removed rollforward zone just before D cap zone
Reduced height of RED high ground overlooking D cap zone
Added cover to better control line of sight around D cap zone
Adjusted shape and position of platform overlooking D cap zone
Adjusted position of D cap zone to accommodate geo changes
Reduced saw arm movement speed from 1.5 to 1
Various pickup adjustments
Various visual adjustments
Various clipping fixes
Opened space under A choke platform
Added platform above flank entrance to A choke
Added route connecting A choke to cliff high ground
Adjusted pathing and cover placement around A choke
Added grate to ceiling of flank entrance under BLU first spawn
Added new flank connecting D cart path entrance to cap zone
Overhauled RED high ground overlooking D cap zone
Expanded platform near cliff overlooking D cap zone
Expanded flank building near D cart path entrance
Added sightline blocker to upper C-D connector
Increased saw arm movement speed from 0.85 to 1.5
Improved optimization and fixed regression caused by previous geo changes
Fixed RED spawn trigger_teleport clipping through closed spawn doors
Added blockbullets to hole in roof of large building on C
Added and adjusted various pickups
Various visual adjustments
Various clipping fixes
Blocked gaps between columns in ruins near BLU first spawn and A checkpoint
Adjusted position of staircase and cover on platform near A checkpoint
Added staircase to low roof near A checkpoint
Increased height of A choke doorways
Slightly widened B cart path entrance
Added new structure on cliffside near B checkpoint
Slightly increased width and elevation of B cliffside flank
Adjusted position and orientation of RED lower B spawn exit
Adjusted shape and position of RED upper B spawn balconies and cover
Removed rollforward zone in B-C connector
Blocked jumping route around central scaffold on D
Increased BLU respawn wave time on D from 3 to 4
Disabled forced respawn for RED upon point capture
Reduced RED respawn wave time from 9 to 8 on all points
Increased initial round timer length from 270 to 300 seconds
Added and adjusted various pickups
Various clipping fixes