Odyssey

Odyssey B2

  • Continued detail pass
  • Fixed saw finale trigger_hurt lingering after the saw was destroyed
  • Various pickup adjustments
  • Various clipping fixes
  • Added navmesh
  • Increased BLU respawn wave time from 3 to 4 on all points
  • Added placeholder finale explosion sequence
  • Various visual adjustments and fixes
  • Various clipping fixes
  • Began map wide detail pass
  • Added alternate path up to ruins outside BLU first spawn
  • Added jumper accessible hole in outer wall of A choke
  • Reduced BLU respawn wave time on A from 4 to 3
  • Various pickup adjustments
  • Fixed RED being force respawned at the wrong spawn points
  • Increased time added on capture for B and C from 240 to 300 seconds
  • Reduced BLU respawn wave time on C from 3 to 2
  • Visual and clipping fixes
  • Adjusted shape of ramp to C catwalk
  • Adjusted cover and handrails on C catwalk
  • Extended C main building second floor deck
  • Increased height of C non-playable conveyor belt
  • Redesigned lobby and outer flank/highground on D
  • Adjusted elevation and pathing around D tunnel flank entrance
  • Added HUD indicator for finale cap zone progress (thanks Sarexicus!)
  • Saw arm movement speed now scales with the number of players capturing
  • Saw arm regression is now tied to final control point capture decay speed
  • Enabled forced respawn for RED upon point capture
  • Various pickup adjustments
  • Various visual adjustments
  • Various clipping fixes
  • Reduced BLU respawn wave time on B from 4 to 3
  • Removed ramp access to B-C connector house balcony
  • Added new route up to rooftop/catwalk overlooking C cart path
  • Adjusted geo to clarify route options on third floor of C main building
  • Expanded pocket area on ground floor of C main building
  • Adjusted cover placement around C checkpoint
  • Various pickup adjustments
  • Various visual adjustments
  • Various clipping fixes
  • Adjusted cover around catwalk above the cart path on C
  • Adjusted geo to improve flow on third floor of main building on C
  • Adjusted geo around D cart path entrance to improve flow and route visibility
  • Adjusted geo to prevent players taking fall damage when leaving RED’s final spawn
  • Fixed the round ending if the cart was pushed into the D capture zone in overtime
  • Fixed players who captured C mistakenly receiving credit for capturing D
  • Various pickup adjustments
  • Various visual adjustments
  • Various clipping fixes
  • Widened A choke doorway
  • Removed path from A cliffside flank to small temple staircase
  • Added new entrance to underground flank at the base of small temple
  • Slightly increased elevation and cover of pocket near B checkpoint
  • Expanded outer balcony and cliffside flank entrance on B
  • Lowered rock near B checkpoint to eliminate a sightline
  • Added ramp access to B-C connector house balcony
  • Removed prop cover around D cap zone
  • Removed rollforward zone just before D cap zone
  • Reduced height of RED high ground overlooking D cap zone
  • Added cover to better control line of sight around D cap zone
  • Adjusted shape and position of platform overlooking D cap zone
  • Adjusted position of D cap zone to accommodate geo changes
  • Reduced saw arm movement speed from 1.5 to 1
  • Various pickup adjustments
  • Various visual adjustments
  • Various clipping fixes
  • Opened space under A choke platform
  • Added platform above flank entrance to A choke
  • Added route connecting A choke to cliff high ground
  • Adjusted pathing and cover placement around A choke
  • Added grate to ceiling of flank entrance under BLU first spawn
  • Added new flank connecting D cart path entrance to cap zone
  • Overhauled RED high ground overlooking D cap zone
  • Expanded platform near cliff overlooking D cap zone
  • Expanded flank building near D cart path entrance
  • Added sightline blocker to upper C-D connector
  • Increased saw arm movement speed from 0.85 to 1.5
  • Improved optimization and fixed regression caused by previous geo changes
  • Fixed RED spawn trigger_teleport clipping through closed spawn doors
  • Added blockbullets to hole in roof of large building on C
  • Added and adjusted various pickups
  • Various visual adjustments
  • Various clipping fixes
  • Blocked gaps between columns in ruins near BLU first spawn and A checkpoint
  • Adjusted position of staircase and cover on platform near A checkpoint
  • Added staircase to low roof near A checkpoint
  • Increased height of A choke doorways
  • Slightly widened B cart path entrance
  • Added new structure on cliffside near B checkpoint
  • Slightly increased width and elevation of B cliffside flank
  • Adjusted position and orientation of RED lower B spawn exit
  • Adjusted shape and position of RED upper B spawn balconies and cover
  • Removed rollforward zone in B-C connector
  • Blocked jumping route around central scaffold on D
  • Increased BLU respawn wave time on D from 3 to 4
  • Disabled forced respawn for RED upon point capture
  • Reduced RED respawn wave time from 9 to 8 on all points
  • Increased initial round timer length from 270 to 300 seconds
  • Added and adjusted various pickups
  • Various clipping fixes