Asd417 submitted a new resource:
Cornkeep - degroot Keep style cp set in a granary
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Cornkeep - degroot Keep style cp set in a granary
Release
Read more about this resource...
Release
Extended setup time to 60 seconds
Adjusted respawnwavetimer
Extended cap time of cp3 from 5 seconds to 7 seconds
Added a door inside red spawn so that people dont just run to C
Elevated blue spawn
Added instant respawn for red when C is unlocked.
Added a dropdown in A-B connector so that blue can choose to get out of it without going back to the other point.
Added more covers for red defending A
Lowered the A-B connector exit at A
Added medium health and ammo near C for blue
The gate at red spawn opens faster now
gravelpit now
Moved B point closer to entrance
Easier access to highground next to B
Some changes
a6
Made it linear adcp with only two points
Previous point B was removed
Paths were removed to streamline it as a linear Attack/Defend
Changed Blue spawn
Not sure why red spawn is broken
a8
Red spawn remake
Red spawn exit is further from the A point
a8a
No idea why spawn keeps breaking
Added B cap time
Added door that closes after A
Added doors for player direction
adjusted spawntime
changed route from A to B
Red respawn timer increases by 2 seconds after A capture.
Adjusted sun angle. map is now brighter
Edited entrance to B to be more favorable for blue
Added small health pack to the underground flank to B
Added extra windows to the highground building near A. This should provide better opportunity to use it as a staging area for capturing A
Blocked some sightlines
Upgraded A house health pack to medium and moved closer to blue side
Reduced red respawnwave time for B from 9 seconds to 8 seconds.
B is now a rocket rather than a nucleus thing
Removed a crate that Tails used to ambush red engineers that led to red failing to set up sentry nest and losing.
Ambushing red's sentry nest is harder now with the path being more open and visible to red.
Moved red spawn exit so it's not directly facing the point.
Other smaller changes
Preparing to move to beta
Opened up the building in front of silo a little to allow jumping classes to jump over. This should help alleviate some frustrating situations where red has too strong of a hold at the opening gate.
Added a staircase up to the building facing A. This is mostly to help flank classes and better blue access which is needed if red sets up multiple sentry nests.
Started detailing
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