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Reduced the length of the area outside Blu's initial spawn and C -> D
Added a shortcut in Blu Spawn that opens once A is captured
Adjustments to respawns for B and C
Made minor changes to spawn.
HOPEFULLY fixed the issue of a team building in spawn doors by using nobuilds around the doors
Reworked B
Hopefully reduces flanking of red and the openness of the general area.
A Changes
Added an additional flank that opens after A is capped.
Reduced Respawn time for Blu after A is capped.
A Changes
Added a side exit Blu can take from their first spawn
Shortened the general area
Moved the ammo and health pack in the cave to outside
B Changes
Reverted the change where the door opens when the cart is close, now opens once B is capped
Hopefully fixed the issue where players would get stuck in spawn doors once B is capped
C Changes
D Changes
Adjusted the sign outside of spawn so players can't hop over a fence
Added windows so players can see the alternate route
Lowered a window at final for a sentry spot
A Changes
Blu starts at slightly higher ground now.
Changed the ammo kit in the cave from medium to small.
B Changes
Readded the side route to B point but made some adjustments
Red spawns a bit back from the door
Moved the activation for the doors opening a bit further
(May rework this area as well)
C Changes
Added a route to get back from the dropdown for Red
Closed off a route with a door, opens after C is capped
D Changes
Reduced Blu's Respawn Time to 2
D now has a delay mechanic
Moved Red's 2nd Spawn Points a bit further away from their spawn door.
Added a health pack before the choke near A
Adjustments to the connector near the delay gate.
Lowered the skybox to prevent players from flying across the map (Sorry Demomen).
Added a nobuild in the secret spot.
Added clipping on top of the roof at Final.
Fixed Blu players from building in spawn.
A Changes
Removed a rock near A point to give engineers a better spot to defend.
Pushed the point a bit into the open.
Moved the health and ammo pack on the other side of a fence.
Added a large ammo kit near A.
B Changes
Closed off a path to make the area more of a choke.
Moved the health and ammo kits near a deathpit.
C Changes
Reduced Red's Respawnwave from 8 to 7
Gave Red a mini forward spawn in their last spawn.
Shorten the area after C so to reduce Red's walktimes.
Condense the area around C.
Lowered the balcony in front of the metal doors.
Lowered a wall above C point.
Reworked a room to reduce Blu from flanking Red.
Changed a large health and ammo kit to medium.
D Changes
Added a health pack near an ammo crate.
Shortened the area where the cart curves around the fences a bit.
Raised the area when the cart curves around the fences near Final.
Small adjustments to Last
Added a window Blu can peek/shoot from.
Minor changes to the geometry
Adjusted the previous spawn blockades with hedges
Added a fence to the middle of the area outside Red's spawn
Gave Blu a forward spawn after C is capped.
Deactivated a spawn door once C is capped to prevent confusion for Blu, previously thought it was already deactivated.
Added clipping to stairs that needed them.
Added more health/ammo around the map.
Added a small ramp near B so Red does not need to crouch+jump.
Changed Far Z Clip Plane to -1 so the payload cart's outline does not disappear. (Thank you Mr.Burgurs and MayaMogus)
Made adjustments to the ramp and rock shortcut outside C.
Added a team filter to the teleport trigger in red's initial spawn.
Added patches to pickups that were missing them.
Lighting adjustments at C
Added missing Respawn time logic when C is capped.
Forgot to enter a version string at the end of the bsp file, whoops :<