Sandvich Storage

Sandvich Storage Final

Well, Sandvichstorage is done.

It has a few balancing flaws, the detailing is a little minimum, and there are a couple of bugs, but in my view, it's finished. It's under my belt. It's time to move on.

The differences between a7 and this are minuscule. However, 8 sandwich bags have been hidden around the map. So maybe you should go find those.

Below are the changes to a7, as they are prominent in this version too.

a7 - A well prepared sandwich

=General=
- Texturing is done!!!
- Improved signage
- Once again adjusted skybox position
- Improved clipping all around the map
- Redid some of the visual effects for where health and ammo kits are placed.
- Made unopenable doors more obvious to their unopenableness.
- Skybox omptimized
- Fixed forward spawns
- Did some omtimization behind the scenes

=Point A=
- Changed ramp behind A to stairs
- Widened the door also behind A
- Replaced the stairs in the sewer exit with a brush
- After capping B, the resupply lockers now stop working at BLU's original spawn.
- Improved lighting behind A as well
- Removed some railing in the barn
- Moved some boxes also inside that barn

=Point B=
- Widened entrance to the alleyway leading to B
- Because of this change, a new piece of cover has been added to that entrance to eliminate a new sightline that had been created.
- Along with this, the truck has been slightly moved to open up the entrance a little bit more again.
- Re-Added a small balcony to the high attack area for BLU
- Roof above the point is a fraction lower for visual reasons
- Changed the positon of a barrel near the alley entrance
- Added a full ammo pack in front of the point at B
- Slightly modified B's capture zone
- Added a roof to the side health and ammo area leading to the side of C's courtyard
- Fixed some computers at the little office room leading to B

=Point C=
- Lowered the roof in ramp room
- More optimization specifically in this area
- Redid the (In my opinion) ugly sign outside of this base
- Ramp slightly changed in ramp room
- The fence has also been changed to match the new theme of the room
- Added some cover and slightly changed the layout of ramp room
=General=
- Texturing is done!!!
- Improved signage
- Once again adjusted skybox position
- Improved clipping all around the map
- Redid some of the visual effects for where health and ammo kits are placed.
- Made unopenable doors more obvious to their unopenableness.
- Skybox omptimized
- Fixed forward spawns
- Did some omtimization behind the scenes

=Point A=
- Changed ramp behind A to stairs
- Widened the door also behind A
- Replaced the stairs in the sewer exit with a brush
- After capping B, the resupply lockers now stop working at BLU's original spawn.
- Improved lighting behind A as well
- Removed some railing in the barn
- Moved some boxes also inside that barn

=Point B=
- Widened entrance to the alleyway leading to B
- Because of this change, a new piece of cover has been added to that entrance to eliminate a new sightline that had been created.
- Along with this, the truck has been slightly moved to open up the entrance a little bit more again.
- Re-Added a small balcony to the high attack area for BLU
- Roof above the point is a fraction lower for visual reasons
- Changed the positon of a barrel near the alley entrance
- Added a full ammo pack in front of the point at B
- Slightly modified B's capture zone
- Added a roof to the side health and ammo area leading to the side of C's courtyard
- Fixed some computers at the little office room leading to B

=Point C=
- Lowered the roof in ramp room
- More optimization specifically in this area
- Redid the (In my opinion) ugly sign outside of this base
- Ramp slightly changed in ramp room
- The fence has also been changed to match the new theme of the room
- Added some cover and slightly changed the layout of ramp room

This version was uploaded minutes before the final version was uploaded. The versions are almost indentical, minus a few fixes.
=General=
- As is tradition, more texturing!
- More clipping issues have been resolved
- Slightly adjusted skybox position
- Slightly adjusted one of the death cameras

=Point A=
- Raised the room behind the point
- Slightly changed layout of balcony leading to carpark and removed a crate from there
- Water route ramp widened
- Changed the barricade size in water route

=Point B=
- Removed stands for a wall in the balcony area
- Made that room slightly bigger
- Removed barricade in office area
- Widened alley entrance
- Majorly modified the cover and layout for the main warehouse
- For these cover changes, a large pillar has been added to the centre of the room, with a new platform all around it

=Point C=
- Added health and ammo kits to restricted area room
- Crate in side room (Now named the maitenence room!) have been replaced with leaking barrels and have been moved closer to the wall
- Extended the small health side area leading to previously mentioned room
- Also expanded ramp room near there
- Added a forward spawn for blue when attacking this point
- Added some cover to the courtyard entrances from B

The download is bigger than normal, since BSPzip didn't want to co-operate.
This is just a small quickfix since i forgot to repack the map properly! Whoops!
=General=
- A lot more texturing!
- 3D skybox!!
- More signage
- A bunch of optimization!
- Also fixed some bad geometery
- Fixed a few brush bugs
- Added a max map time of 8 minutes
- Entire extension to the map with whole new areas!

=Point A=
- Changed BLU base exterior design to make everything look a little nicer, more specifically the sign
- Added protection to A
- Added even MORE protection to the sewer exit
- Prevented building things near the sewer grate near that same area
- Added a tiny little ledge to the sewer upper entrance to allow easier access by blast jumping
- Added a back doorway to A that closes SLOWLY after capture
- Fixed doors in BLU spawn opening too late
- Redid the lighting in the barn at A
- Moved the staircase in BLU's sewer exit to create easier escape from the pool
- Updated the texture to the side of A
- Added boxes over the bridge leading to A to prevent new sightlines from added areas (See Below)
- Car park has been moved! (Also see below)
- Flank door behind A!

=Point B=
- Widened the cap area on B
- Shortened the ramp leading from B to the shipping container side area
- Moved the truck in the carpark
- Widened car park
- Balcony from the locker area has been slightly extended
- This balcony also now has a small fence
- Locker area lockers have been slightly moved
- Locker area also now has a few crates for sneaky uncloaks and building placements
- Upper room leading to B has been completely replaced
- Hallway leading to B has also been replaced, and has a drop down area that connects it to the upper room previously mentioned.
- Another set of barrels has been added to the entrance of this lower hallway to prevent sightlines that previously were not a problem
- This also allows even easier access for scouts to get into that higher room from the front

=Point C
- Shortened the ramp at C
- Widened hallway leading to stair room at C
- This in turn also widened the stair room a little
- Moved the truck closer in at RED spawn
- Lowered last cap time all the way down to 2
- Widened last cap area
- Removed arrow at C
- Shortened the ramp in the room near the stair room at C
- Changed the stair room kits from small to medium
- Added barrels and crates underneath the balcony at last to prevent building there (I hated that sentry spot)
- Added a small ammo pack in a tiny ident in the wall behind C
- Added a room to the right side (looking from front entrance)
- Added and moved some crates on the RED balcony on C
- Added nobuild on top of those crates
- Changed the lower door near the stair room to have a one way door
- Added some barrels as cover near C
- Re-Added the ramp to the pathway leading to BLU's C balcony
- Also added some trees in front of that pathway
- Extended the shipping container area
- Added (climbable!) rocks to the shipping container area
- Slightly altered the entrance ramp on the main door to C
- Added a window to the main entrance of C
- Extended the BLU balcony slightly
- Nobuild added to the back room of RED
- Window in side room slightly altered to look nicer
- The roof in this room has also been ever so slightly lowered

=All New Area=
- A larger area has been created to extend the travel times from A to B
- Car park has been moved further up
- In response to this, a whole new area has been created for the side of A
- It contains many potential teleporter spots for both red or blue, reasonable flank routes behind A, and a good sniping area for the car park.
- The hallway that once led from A to B now leads to the car park and is slightly moved and widened.
- Feedback would be greatly appreciated for this area!