snowycoast

snowycoast B6

SNOWYCOAST B6 CHANGES

* Adjusted various spawn point facings to make side exits more obvious
* Adjusted position of resupply cabinet in RED's 1st spawn
* Added ledge to 2nd point flank route window
* Adjusted common sentry nests on 2nd
* Added light to entrance of lower flank route
* Door near RED's first spawn now opens on A capture and closes on final bulkhead opening

* RED no longer get forced respawn when 2nd is captured
* Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
* Adjusted timing of flank doors at 2nd and in mines
* Updated door texture for flank exit by 2nd point

* Improved defendability and enlarged 3rd point
* Adjusted position of 3rd cap
* Adjusted health & ammo at 3rd
* Updated door texture for flank exit by mines

* Changed a medium ammopack at last to full ammo pack
* Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
* Added 3rd exit to BLU's last forward spawn
* Improved defendability of ledges at last inside building
* Added new dropdown area to RED's last

* Adjusted lighting in various areas
SNOWYCOAST B5 CHANGES:

  • Fixed several unintended perches
  • Fixed being able to damage through the setup gates
  • Added some fences & cover inside BLU's first spawn to reduce spam angles
  • Added an extra resupply in BLU's first spawn and RED's last spawn
  • Moved medium health kit at 1st point back towards BLU's side of choke
  • Changed collision on large railings to allow projectiles
  • Added some cover to the sentry platform inside last
  • Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
  • Quonset hut sniper deck raised
  • Spawn locations in RED's first moved further from the door
  • Added windows to main entrance of RED's first spawn
  • Adjusted the narrow fence near RED spawn
  • Prevented building teleporters at the edge of spawn doors
  • Added some logic to prevent players getting stuck when RED's first spawn closes
  • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
  • Replaced dump truck in kennels with crates
  • Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
  • Switched main exit and window on RED's last spawn
  • Adjusted placement of health and ammo near RED's last spawn
  • Fixed various floating props
  • Fixed some texture alignment issues in the tunnels
  • Fixed spot on last ramp that would keep the cart from rolling back
  • Fixed some smoothing/geometry problems on crates at last
  • Reduced size of kill zone on falling crates during finale
  • Added map menu photos

Version to get a quick test before I send it off to Valve to (hopefully) get shipped.

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