loovynew4

loovynew4 A6

  1. Changed the height of a hill
  2. Changed a rollback zone near C (swapped it)
  3. Changed Blue's spawn time after B is capped (3>4)
  1. Adjusted spawn times to allow Red a quicker respawn when B is capped
  2. Removed Blue's old second spawn
  3. More clipping
  4. Raised lower routes again
  5. Added an extra brush to the upper route on C so it is not a dissapointment when you get there and find out it's closed
  6. Changed Red's respawn time after C is capped back to 8 seconds
  7. Changed Red's spawn location after B is capped
  8. Changed a medium health to small just after the choke for B
  9. Changed the bake route behind A slightly to be less of a line and more curved
  10. Changed the building around A
Forgot to move a sign lol
  1. Widened the path before B
  2. Added a teleport trigger to Red's second spawn
  3. Moved the health and ammo near C to force engies to move a bit further to get the ammo
  4. Changed the health near C to a small
  5. Changed an ammo pack near B to a medium
  6. Added a route to C's lower area to test (trying to get more action happening there
  7. Made the handrail near C larger so Red have less cover
  8. Removed a wall on C's red building
  9. Removed a rollback zone at C to see what happens
  10. Closed a route off near C for testing
  11. Adjusted Red's spawn time when C is capped (8 to 9)
  1. Added clipping
  2. Increased height of windows on A's building
  3. Added stairs to the route for C
  4. Made the lower route to C more obvious
  5. Fixed a teleport trigger issue casuing blue to teleport into red's forward spawn
  6. Added a roll-forward zone to just after C
  7. Changed a route near C to allow Blue another option
  8. Added a second route to the highground near C to make the route to the highground more obvious (I have blocked off the other one to test if this one is used more)
  9. Tried making a few more areas (especially around the track) a tad more open feeling to avoid feeling boxed in as much as players have while retaining a good killzone
  10. Widened the upper route to D
  11. Removed Blue's second spawn to see if the distance is fine without it
  12. Changed Blue's and Red's respawn time after A is capped to go with this change (2/9)
  13. Added room to Blue's first spawn to stop people shooting into it so much
  14. Shifted the stairs at B so Blue have to travel a little bit more to start attacking C
Fixed a respawn vis casuing issues at Red's second spawn
Teleport trigger should work for Red's first spawn
Disabled Red's second spawn when B is capped
Changed the skin of Red's first spawn door to avoid confusion
Changed Red's spawn time for C slightly
Changelog:

Added rollback to last
Added a little bit more cover
Extra clipping
Swapped some ammo around
Changed C's track layout
Changed Red's first spawn (The doors lock after A is capped)
Moved Red's second spawn
Flipped highground route near C to benefit Red
Shifted some doors on D to allow Blue some more cover
Shifted some walls on D to block some major lines of sight that did not allow blue to counter
Added some cover to D (it will not be perfect, lasts are hard, man)
Changed texture of rock walls and ground to lighten up the area