Yokohama

Yokohama b2

OVERALL:
-custom assets

A:
-no changes

B:
-reworked A>B connector to provide blue a more cohesive forward hold and better visibility

C:
-no changes

D:
-no changes
OVERALL:
-initial artpass
-optimization

A:
-adjusted lots of geometry for artpass
-added some new routes due to piles of coal
-removed basement route under stairs because it was redundant

B:
-removed a bit of fence to make low ground flank more relevant to pushing cart through first choke
-made window openings taller, wider, and removed mullions for ease of movement

C:
-no changes

D:
-made pool do damage throughout entire volume
-payload explosion hurts you now
A:
-no changes

B:
-adjusted spawn times

C:
-rerouted red's approach to point to lead them to high ground
-changed layout to better favor red (perhaps too much)
-adjusted spawn times

D:
-adjusted spawn times
A:
-moved medium health at bottom of last ramp to underground area, added small ammo for spies
-added stair to get from sewers to red entrance

B:
-opened up building flank for red to give defense more options to push back
-opened up sewer flank a bit more
-moved health in flank building to top floor to be easier to find

C:
-near complete overhaul

D:
-raised entire room 128 units
-made room bigger
-moved track end 256 further into room
-added a jump pad for red into blue's high ground
-reduced red spawn wave time from 8 to 7
OVERALL:
-reworked red A/B lobby to be less spaghetti
-retextured all "stairs" for visual distinction
-out of bounds detailing
-minor optimization

A:
-added awning to break fall damage for red players exiting high route

B, C, D:
-no changes
A:
-added additional spawn exit for red in case of camping

B:
-reworked area around point to better control sightlines and give blue a proper flank around the point
-added additional spawn exit for red in case of camping
-added route from A/B spawn connector to C/D to prevent blue players from getting trapped when B is capped

C:
-rework of B/C connector to be more cohesive / allow faster rotations for blue / remove a sniper perch overlooking B
-minor rework of point area to simplify height differences / remove under-ramp flank, and to give red a better forward hold

D:
-no changes
A:
-no changes

B:
-removed sentry perch spot
-removed sniper perch spot
-added new flank from low ground up to balcony for blue to get a wider angle on red's hold
-added medium health to high ground to assist blue team pushes
-increased train timer from 40s to 50s

C:
-no changes

D:
-no changes
A:
-no changes

B:
-removed awning route to make building area a better hold for blue and to force red down more predictable paths

C:
-added stair to make rotation between main and upper flank much quicker
-added route to bottom flank into loading ramp area to make it more useful for blue

D:
-removed bottom half of spiral stair to make sentry nest less accessible to blue, changed to pool exit route
-adjusted red spawn position to encourage use of high ground over low ground
-added minor height variation to the cart path to make gameplay more interesting
-removed water route
A:
-made walkable roof two-way again to made headbugging over the top less annoying for red to deal with

B:
-adjusted blue spawn orientation to encourage use of teleporters / shortcut
-raised red respawn wave time from 7 to 8

C:
-no changes

D:
-full restructure of point room to be more defendable and more interesting to fight around
-raised capture time from 3:00 to 4:00
A:
-adjusted position of gates that open when A is capped
-changed a wall to fencing to make the area feel more open
-cart is slower on rollback zone (.75 speed)

B:
-no changes

C:
-adjusted blue high ground route to not so directly counter a red holding position
-adjusted rooms on red side to make engineer setups stronger, more intuitive, and comfortable
-opened up far ramp flank
-health and ammo adjustments
-cart is slower on rollback zone (.5 speed)

D:
-lowered capture time from 4:00 to 3:00
-cart is slower on rollback zone (.5 speed)