Gorgetown

Gorgetown A5

Added HDR support and one cubemap because I was told easy ways to make it look better.
Fixed red spawn door for real this time, which was apparently had a a trigger that only worked for blu but opened on contact with anyone
• Added a second door to Blu spawn again! very quirky one at that.
• You can also stand on Blu spawn's roof now.
• Added a pillar to blu spawn that might reduce headshots in spawn, but maybe that's a bad call.
• Added a quirky little wall on the first battlement as a place for blu engineers to maybe setup a tele immediately, should red lose it.
• Bit the bullet and extended the orange crane thing into a wall. Demos interested in jumping all the way from blu spawn to B still can do it, but you'll most certainly be in red's eyelines, and only barely manage to catch the edge of the cliff of B. Stopping you is from there on up to red. Also, you can still stand on the hook.
• Put some inconsistent earthy textures around, there was a plan but I kinda gave up after learning I need to use displacements to use most grass textures.
• Slightly extended the distance from A to B. Emphasis on slight.
• Fixed stray red spawnpoint.
• Made the red spawn door spawn faster and properly filter players.
• Fixed the underground door shutting and behaving as an usual 1-way door after players used it once.
• Modified Blu spawn times to be shorter in general and even shorter after Capping A. Don't ever complain about respawn times again.
• Red's respawn waves are also slightly shorter while holding A. (I feel like these should be really punishing?)
• Added a few lights to hopefully illuminate important dark corners.
• Added a few boxes in the big shed between A/B in case gameplay is more interesting.
• I found the patches decal so it should be a little easier to figure out where pickups are respawning.


Ahh sh it the door filter is not working actually
The main rework here is the old cliff area.
I wanted to preserve the height difference from A2, but make the area more accessible for soldiers and scouts.
I don't have a guess as to how these changes will ultimately affect balance, but I hope they make the map more inviting to play for more classes.
Changes:

A-side:
•Slightly obscured the bridge before A to hopefully make it more viable.
•Added an alternate exit for the trench at blu-spawn to make it less committal.
•Removed evil sentry spot at A.
•Added a crane to discourage Blu demomen from jumping to red spawn. There is still a slight gap, however.
•Also, said crane's hook can be used to flank around A as scout, but it's probably not that good.
•Blu gets to respawn 5 seconds sooner after A is capped now.
•Added a tunnel route from blu spawn to the clifftop once A is capped. I want blu to have firm footing on that cliff.

B-side:
•Added small kits at the clifftop.
•Added arrows to help guide Red to A during setup. Are these too condescending?
•Disabled Red's forward spawn.
•Added a second door to Red's remaining spawn.
•Gave red some battlements at B.
•Red has some windows to somewhat overlook B.
•Added a door to make getting to B from the new spawn easier.
•Fixed a roof where clipping was missing.

•Added white patches around points to indicate cap zones.
•Gave blu more time to work with.

Other notes:
I'm not super confident about changing respawn times.
I don't wanna kill the 768 hu drop.
I'm considering turning the moving platforms back to a prop.
Not super sure how to fix some sightlines, or if they're broken.
There's a little metal sheet at red's spawn that was intended as a decloak spot. I'm afraid there will be too much traffic there for decloaking, but I don't know.
Also, is there enough decloak spots?
Blu's respawn visualizer brush was out-of-place, gotta fix that