2street

2street Alpha 5 rev. B

Decided to add spectator cameras so I wouldn't have to just re-upload the last version after our little server mishap.
Minor update; it just occurred to me that I once again forgot to add the pickups. Took the opportunity to throw in some (superfluous, at this point) optimization, un-smooth the 45-degree corners, and not pack the unused model skins.
Okay, so starting again, the same way. S, more different S.

The eponymous streets have been retrieved from an earlier alpha when they were still only one lane wide; everything else has been rebuilt from scratch.

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GONE are the crossroads and the sewers they led to; instead we have a simple two-lane road with two alleys leading out from spawn in opposite directions.

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Speaking of the spawn, here it is! Note the downward staircase at right; this intersects with one of the routes to the intel room.

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Due to a gross miscalculation of scale, the intel room has been sunken further down to accommodate the main road. It is located a longer distance behind the garage rather than off to the right. I might make this more complex if need be; I have unlimited room in both directions now that the sewers are gone!

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The alleyway branching off from the road to the garage is gone, replaced with an alleyway branching off from the other road to tempt anyone who thought they'd pull a fast one and go what is essentially the wrong way. It leads directly into the leftmost doorway in the above shot. This means all routes to the intel are now funneled through the garage, which I'm not 100% comfortable with, but we'll see how it plays out.
Still kind of stuck for what all ought to be improved in this map, but for now I've gone ahead and done something I'd been meaning to do for a while: I added an alley and an extra room between the spawn room and the stairs down to the intel, and made that alley the way out onto the street on the left. It's still not super well protected against spawncamping, and in particular I had to put a respawn visualizer right at the very entrance to the alley. I dunno. I feel like I'm starting to get the gist of what this map's main flaw is, but I'm not any closer to fixing it.