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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.