A3 overhauls the layout for the first 3 points and changes some things about the 4th

Global Changes:

All periodic walls now have 3 seconds of flashing before they re-solidify to warn players that its going to happen. Also getting caught in a wall that re-solidifies no longer keeps you stuck, instead teleporting players to a nearby position.

Red has an additional forward spawn so they can keep the pressure for points A and B.

Point A:
- Now rotated to start facing towards mid (for blu), the underground tunnels are tighter and there are better places for red to hold now. The periodic wall with the full health was removed. The shack's roof has been adjusted to be a single slant and its always-open opening is much smaller.

Point B:
- I kept the general idea of a separate area above the point with a periodic opening, and the are involving water. But besides that its entirely new. Going in the water is now optional although it leads to a powerful flank. Instead of a breakable dome the periodic opening is now a break in the plank floor above the point.

Point C:
- Old design was completely scrapped. Now it has a gimic. Point C is on a cliff side, beneath a building with a large outdoors lift. On the global cycle the lift gearbox will get shot out by one of the spokes bringing the lift up and down, allowing the attacking team to ride the lift to a powerful position above the point.

Point D:
- The core layout is the same, but there are more entrances now. Additionally the building after C allows red to get some powerful high-ground when the periodic walls open up.

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fixed missing LDR lightmaps from a2
Patch Notes:

- Moved Blu's first spawn forward and shrank the area
before Point A

- Overhauled the area between A and B, new route
with a big pipe

- Opened the area under Point B more

- Made the area between C and D more spacious

Other feedback from a1 was addressed as well.