Eureka Mine stage 2

Eureka Mine stage 2 a38

Based on the feedback received and what I observed from the previous playtest changes have been made including the following:
  • Added a bridge to cross the deathpit in area B which also takes you to the top level of the dam building.
  • Changed where the AB window rooms will place you when you drop down.
  • Made the main choke in area B more spacious by sacrificing space in the low ground house.
  • Increased red team respawnwave time in area B from 4 to 8.
  • Made the area B capture point occur sooner.
  • Reversed the layout of the doors inside the dam building in area B.
  • Removed the upper left flank hallway in area A as this just served as an annoying way to spawncamp Red.
  • Changed most pickups in area A.
Based on what I observed in the latest playtest for a11, and from the written feedback changes made include the following:
  • Removed dam building upper Red defense room.
  • lowered the brightness of blue spawn.
  • Removed second entrance into blue left upper flank in area A.
  • Added player clip to the roof of the low ground building in area B.
  • Lowered the height of the ramp up to the right window flank in area A.
  • Minor geometry and visual changes.
Based on what was observed in the last playtest and the feedback received, several changes have been made. They include:
  • Addressed a bad sightline in area A.
  • Made it more clear that certain roofs cannot be stood on.
  • Made the shack roof in area A able to be stood on.
  • Removed second blue building outside Red spawn 2.
  • Shortened the distance for the cart to travel in area B.
  • Made the cart lift wider.
  • Changed the size of pickups between the low ground building and canyon flank in area B.
  • Clipping and lighting changes.
Based on feedback received and what was observed from the previous playtest, these changes have been made, this list is not exhaustive:
  • Area A is larger, with the bridge for the cart being longer.
  • The AB connector or "spire room" has been changed completely.
  • The dam building in area B has been changed.
  • Red spawn 2 now has a second large exit.
  • A sightline blocker has been incorporated into area A.
  • The small shack in area B has been made larger and helps to block sightlines.
  • Many minor changes to geometry to improve pathing.
Based on feedback received and what was observed in the last playtest, the following changes have been made:
  • Expanded area A low ground and added more cover for Red team.
  • Reduced the length of the dam in area B.
  • Added an additional level and entry points to water house in area B.
  • Fixed gaps inside Red spawn 1 to prevent engineers from building in there.
  • Added more varied cover outside Red spawn 2.
  • Lowered a section of displacement to prevent obscene sniper sightline.
  • Added steps to go from AB connector back to A.
  • Decreased Red spawn times in area B.
These changes have been made following the previous playtest:
  • Removed small upper spawn exit in Red spawn A.
  • Removed one-way door in area A right building.
  • Added ramp from right flank into window room in area A.
  • Added ramp from low ground of area A up to the bridge for easier routing.
  • Added chimney prop to shack in area A low ground to indicate it can't be stood on.
  • Added 2 more trigger_teleport brushes to Red spawn A to hopefully prevent Red players from being trapped.
  • Adjusted pathing into window room in AB connector to hopefully prevent some spam.
  • Broadened the main entrance into area B.
  • Added ramp from Red B spawn water exit back up into the main spawn room.
  • Changed spawn times after the A point is captured.
  • Added shed to house cart after area A, its doors open after 10 sections to delay movement from A to B.