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Pl_Gladdison a6

Update a6:

- Fixed most, if not all the problems adressed in a5 (Mayh worded it best, with "WHAT THE FUCK IS THIS?")

- Fixed BLU respawn visualizers

- Moved around some doorways to break up a large signtline

- Other changes I forgot about
- Added an exit to the building overlooking the bridge.
- Put a wall infront of said exit to break up sightlines.
- Removed the bridge.
- Added a new cavern flank.
- Added more ammo near last
- Fixed being abkl to build in spawn
- Added a one-way exit to RED's spawn
- Extended a building height-wise so people don't asume that it can be rocket-jumped over
- Fixed cliping for reals the time
- Fixed odd geometry
- Changed railing on RED's base so sentries/bullets/rockets/ect. can pass through.
- Other tweaks/fixes not mentioned
The earlier one was a4pre, a test build I cranked out for a gameday (and it wasn't even tested). The REAL a4 is, again, submitted to a gameday.

Alpha 4:

- Replaced my custom signs with the older, better signs
- Improved all-around clipping
- Re-made RED's base (Sloppily. Will remake it better a5)
- Extended the concrete bridge beneath B to make it less choke-y
- Removed C, as some said it was unessisary.
Alpha 4:

-Remade layout
-Added more health/ammo packs
-Added Stairs (Are you happy now, Darren?)