CPPL Puerto

Multi Stage CPPL Puerto Stage 2 - Alpha 6

A complete overhaul of the final point, this time being outdoors. (I think this is the second time I've said this).

Added a shortcut from the cart's drill point to near the other entrance to the cave.
Fixed magical float birdy that broke reality a bit
Increased the depth of the waterfall river a bit to allow players to extinguish themselves
Reduced hurt box of the train to be only the front of the train, not the whole body
Moved the point where the train starts its bells backward to give more time with the warning bells chiming
Added a few smaller details within Blue's spawn room showing how they took over a red facility
Replaced decal above blue's one-way door flank into B to reduce confusion (was "Exit" now is "No Entry")
Adjusted clipping on train gates north to prevent people from standing on them.
Added a fence on the scaffolding to hopefully make pyro air blast less powerful.
Changed cover for blue as they are drilling into the wall, should allow them to not stick to the cart like glue.
Moved ammo and health kits in Waterfall Cave and changed the medium ammo kit to a full
Adjusted clip brush inside waterfall to fix some exploits
Added a medium ammo kit to the gate A jump over to help blue engineers set teleporters and the like near spawn
Removed a bit of wall leading into the final room to open up the map a little bit.
Added a bit of narrowing near the final room to help blue cross a mild sightline.
Pretty minor changes for this update:

Lowered the wall with the "only post A captured" door and added some boxes to facilitate Blue crossing over top.
Added a player clip and no build within the waterfall itself to stop people from being able to camp within the waterfall (IRL you would drown if you stayed there too long)
Added a one-way door within the waterfall cave that separates point A and point B sections (one way for blue, red still needs to go around to get to point A)
Removed (most of) the death pit in Red's spawn room
Yeah, so what if I blasted the whole map apart?

The map has received so many changes that it wouldn't be worth my while to list them all here. Changed the number of points from three (including last) to just two (once again including last). This has drastically reduced the overall length of the map, which is in line with how other multistage payload maps handle their lasts.

In short, blue's spawn room has been shortened and cut down a lot to reduce the amount of travel time spent within spawn.
The train track section has been reworked to hopefully play better.

A complete rework has been done between Blue Spawn and the waterfall.
A similar level of reworking has been done with the section of level past the waterfall.

Added in card tables with the objectives for stage 2 in the context of the Stack the Deck contest
A complete overhaul has been done to the waterfall area.


Added barrier wall to block a sight line from train line to blue spawns
The side gate which used to open past point A's capture, has now been reworked into a one-way door for Blue to utilize
Added a small overhang over the post A gates, which should stop mostly vertical projectile spam from directly hitting those on the other side
Fixed a gap in one of the doorways out of blue spawn
Respawn times have now been set (Blue: 5 seconds | Red: 8 seconds)
Team roles have also been passed into gamerules

Added and patched a few holes which made a nasty sight line for red snipers to use before point A
Removed a clip brush separating point B's area and point C's area
Moved Red's second-to-last spawns and spawn room around
Made certain fences not solid to bullets and projectiles
Removed a gate from the pair of gates that unlock after point A' capture, it helps stop a massive sightline

Swapped out the Hoodoo train bumper with the generic type (Thanks girlfailure for the mention)

Added an arrow that disappears when blue is drilling by where the door is so red isn't too confused