pass_plexiglass

pass_plexiglass a9

------------a9 release------------
CHANGELOG:
-Completely reworked corner areas, should flow much better with rest of the map now

-Extended shelf so it's accessible with 1 non ctap jump from mid now

-Added pillars to self bomb walls

-Tweaked position of self bomb walls

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------------a8 release------------
CHANGELOG:
-Removed lower spawners, reinstated upper spawners (all balls will now spawn upper - left or right side).

-Upper spawners are now arena2 height for more intuitive winstrat/panacea timing from top mid

-Upper spawners now have leafs (since people were pulling from them anyways)

-Diving boards further narrowed to limit ability for players to stall on them
------------a7 release------------
CHANGELOG:
-Added lower area with glass that allows players through but prevents the jack from passing through. Includes water feature so defenders can rotate back at Mach 5 to have a fighting chance to defend cherrypicking enemies.

-Added self bomb walls near divots with space opened up by above change

-Improved goal geometry

-Added more ammo on the ground towards the corners

-Added rudimentary hurtbox at the very top of the map

-Added cool wedge thingies way above the goals so the Tier 6 jumpers can flex on the rest of us

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------------a6 release---------------
CHANGELOG:

-Nerfed medic jump pad trajectory and cooldown time (from 4 to 6 seconds per pad) to prevent infinite chaining between pads and reduce offensive power somewhat. With very precise movement it is still barely possible to chain two together from a certain angle.

-Fixed inconsistent goal behavior (ty Kaden)

-Fixed slight misalignment that could lead to players bonking their head where the high side walls meet the skybok (ty Russian)
-----------a5 release--------------
CHANGELOG:

-Added medic jump pads!

-Removed upper spawners

-Lower spawners now launch a bit higher

-Further cut down geometry on mid platforms, added more surf ramps around mid to further facilitate fast rotations

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-----------a4 release--------------

CHANGELOG:

-Recessed catapults into the wall so they no longer obstruct bombs!

-Fixed symmetry issue with catapults

-Applied correct naming convention to catapults for @blake++ 's plugin

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-------------a3 release----------------
CHANGELOG:

-Lowered shelves+corresponding surf ramps significantly to make them easier to reach for defenders and in general

-Central glass texture is now much more visible

-Fixed bottom of goal blocking defending players unintentionally

-Made geometry behind goal look nice (for real this time)

-Diving board ledges are now extremely easy to splash someone off of

-Shrunk surf ramps on central plexiglass

-Added trimp ramps on top mid platform to aid demo rotations

-Slimmed down upper white ramps near ball spawners to open up rotation opportunities

-Added some ramp geometry at base of megaramps to aid rotations and open up new jump paths

-Changed pill positioning on low ground rampslide areas to help inform how to use them effectively

-Made glass self-bomb walls less long to account for other changes and open up the map a little

-Properly named ball spawners for blake's plugin

-Fixed goal visualizer issue (ty blake and exer!)

KNOWN ISSUES:

-Catapult positioning still sucks and is unintentionally assymetrical

-Catapult triggers are not properly named for blake's plugin yet

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CHANGELOG:
-Reduced map width by 192 hammer units on each side to bring the megaramps into play more consistently and increase value of rampsliding off the central area

-Made ramps on central area (orange+white) steeper and simplified some geometry to make rampsliding easier and more forgiving

-Added low ground geometry between mid and shelf on all sides to improve flow and assist with quick rotations (see picture)

-Added significantly more health packs (see picture)

-Fixed missing geometry behind goals and catapults

-Fixed spawn wall texture not having proper bounciness by changing texture

-Changed texture of low ground ramps to a greenish color for fast identification
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KNOWN ISSUES:

-Catapults not quite perfectly symmetrical; the right one lands a bit higher on the megaramp than the left one.
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