AirRaid

Past 72hr Jam Entry AirRaid B2a

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Airraid has gotten a major update to fix gameplay and layout issues

This update includes:

- Created height differences at last in order to bring a more even playing field

- Changed all full health and ammo packs to medium and small

- cut off sniper sightlines in side paths

- fixed invalid solids

- fixed a bug where Red could get into Blu spawn (remind me to never parent a respawn room visualizer to a filter)

- Remade the control tower to be more like Sunshine's mid

- added more lights in Warroom flanks

- Extended cap area on 2nd

Special thanks to Nick for helping me with useful feedback in order to help get me closer to B1 and a more competitive based map!

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Airraid has gotten another new layout, however the elements within contain areas from BOTH A2 and A3.

This update includes:

- Shrunk down Mid from A3 and started to create the Air Control tower

- recreated 2nd from a2 however with some improvements such as providing a clear passageway to last

- recreated both spawns to represent airplane hangars

- added an alternate route from mid to 2nd

- changed side entrances to include a passage into 2nd and last with medium health and ammo

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Airraid has been Completely remade from the ground up (minus spawns)

This update includes the following

- COMPLETELY REMADE THE MAP

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A2 is now released so here are the patch notes

- Added ramps to both spawn exits at each team's final
- created entranceways into final from spawn exits
- added cover for players capping mid
- removed the roof from mid due to it causing too many problems
- moved both teams 2nds away from the sightlines from mid
- downsized the room that connects 2nd and mid
- removed the room providing cover for engineers and getting it ready to be turned into an alternate passageway (will be added in a3)
- added some clipping...

A3 will be here shortly to fix a couple problems that were found during a private test

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