Paradise

Paradise A11

  • Reworked geo and cover on point and throughout mid to make mid less dangerous and eliminate a bad crossmap sightline
  • Widened doorways and paths in cave for less cramped traversal
  • Adjusted clipping around rocks
  • Clipped some cheeky palm tree perch spots (and added an easter egg to the one who found them)
  • Added rope fencing on cliff ledge to better read as out of bounds
  • No build added in deeper water
  • Patches under pickups
  • Shifted the small pickups through main connector slightly further from connector
  • Gave map a flat texture pass
  • Adjusted pirate building cluster detail
  • Gameplay signs to direct to the point
  • Fixed 3 visible no-draws

Considering lowering the base respawn wave time from 5 to 4.5 and changing the cap adjust value to 1.5 or 2 - It seemed like the team trying to retake mid would often be staggered, but I think that's likely a symptom of mid territory control being obviously better for the holders of the point, and therefore its deadly to enter mid without your whole team. Will see how it plays!
  • Added clipping to rope bridges by spawns
  • Adjusted 'beach netting' displacements
  • Reworked skybox and clip brushes to better cut visleafs
  • Adjusted waterfall particles to look nicer :)
  • Hopefully packed particle manifest correctly?
  • Merged many terrain brushes to hopefully reduce edgebug stuck moments on angled terrain
  • Cut and func_detail-capped some terrain to cut less visleafs - if edgebugs keep occurring I'll displace the terrain instead