August101 72hours Jam entry

72hr Jam 2023 August101 72hours Jam entry a8b

Made the large door in B intentionally 2 way
Added more exits to red's first spawn
Removed the flank area in last
Added a door at C to serve as a flank for blue
Adjusted red's C spawn to be more consistent
Rearranged red's final spawn
Cleared some clutter on Last
> Am looking on how blue approaches last with new changes
Reworked Last
> Removed the bend before the pit; making the path a straight shot once it passed the stairs.
> Reworked the left flank to adjust the flow of players
> Replaced the right flank entirely with something less straight
> Adjust health and ammo locations
> Split red's spawn room into 2; one for C, one for Last
> Added an upstairs flank
Adjusted B due to red spawn changes
Added rocks to B
Made the doors open permanently when B is capped
Adjusted Last spawn times
Added rocks to C
Added rocks to Last
Added more room to the open area of last
Reworked the side flank on Last
Adjusted a one-way door
Added a one-way door on the side B building
Widened the first half of B significantly
Added some area portals separating the interiors and exterior
Another rework to A
Added a stairway on the attacking building at C
Adjusted sightline blockers
Changed door function on the last forward spawn for blue
Reworked the side spawn exit for red's last
Moved the sun
Adjusted fencing
Changed blue's forward spawn to be a bit back but activate after B
Changed the outer area of B to be a side building
Changed the area where blue's forward spawn was to something more maneuverable
Removed the upper area to the building housing A
Opened up the areas in Last to be more blue friendly
Changed the one-way door on Last to be an open doorway
Adjusted respawn times
Changed some spawn times around
> This is to help with some spawn issues without having to move back the forward spawn (which is something I don't want to do)
Raised and drained the pool
> Adjusted the ammo to compensate
Removed the hallway connecting red spawns
Adjusted the clipping of the fences
Removed some displacements on C
Fixed a weird ramp
Changed the building that contains blue's forward spawn
Allows it easier access for red
Allow it to be used as a flank on C
Change the flank on B to give better high-ground
Fixed the red's last spawn's alt exit not being lit
Added a flank door on D for red
Reworked Last and it's transition from C
> C now ends right before the turn instead of the half way between
> The building now extends to that half way, with the outside being changed to reflect that
> There is a main choke and a flank choke separating this portion of the house to the outside
> > Red does have 2 forward flanks on C but they get blocked off once C is capped
> The flank leads to an upper route for ambushing the inside and last's final room
> The main choke leads to where the left flank [for red] have gone too
> ... also that flank doesn't connect to the staircase anymore
> I also disable the 3d skybox since I didn't want to deal with that rn
> The road up to last has also been replaced with house
Added ammo, health, and cube map in those areas
Reworked first
> Moved the cart near blue's spawn, but added a fence on the sidewalk separating blue's spawn and first
> Removed the flank near the red high-ground
> Changed the side flank to have a high-ground but more prominent blockers
> Changed the small ammo at the red high-ground to a medium and added a medium health kit with it
Moved the edge of the road on second back
Added a flank to the patio where the train cart was
Added a wall near the flank to give line of sight separation intended to help red maintain sentries