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alamosa b12

-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells
-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out
-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out
With a bullet in his back!

-removed the block on 2nd
-flattened out a lot of the geometry at 2nd
-extended the house on 2nd to be a bit over point
-opened up below 2nd point
-removed boxes at 2nd that allowed any class on top of height
-made the wall at choke a bit thicker
-made the ramp up to 2nd considerably wider
-removed weird pillars on mid
-fixed a weird corner on the highground at 2nd
-changed how upper main and rollout work on 2nd so that they connect as more of a battlements
-added a pick and some broken rocks for the chain gang on 2nd
-added a few sparse jail cells
-added searchlights at 2nd
-added sirens when you cap mid
-added the missing health and ammo to red house
-added small health and ammo to the towers on 2nd
-added small ammo on mid below point
-added a structure over the bridge on 2nd to provide more cover and height
-raised the floor under the dropdown on mid a bit so that you don't take fall damage, added a dirtpile up to it
-looked into different chokes with no luck
-smoothed out the right side of last a bit
-moved lightpole at 2nd to tuck it away a bit
-majorly changed how the house at 2nd comes out to 2nd; made it much more open, added a dropdown into the house
-adjusted the sightline blocker at choke to make it easier to deny bombs into 2nd
-added a pillar on mid to the left to help emphasize the left side
-added a small dropdown from the mid height to "dark"zz
alamosa - b7
-increased the skybox brightness
-fixed a dumb sniper sightline between the house on mid and 2nd
-adjusted the ground leading to choke a bit
-fixed a broken skybox that made it so you could see into lobby from last
-made the map actually symmetrical at 2nd (ramps to house were wrong from red to blue side)
-adjusted the ramps up t house to be less chokey
-adjusted the support beams on the main upper exit from lobby
-adjusted the displacement ground at 2nd to be much less dished out / super low ground around
-adjust the rock at 2nd to be a little taller and moved it forward a bit
-adjusted the big wall by choke to make it so you can't snipe from middle point to behind 2nd point
fixed a hole at 2nd that I tore in the floor.

Shit happens, man.
-fixed an invisible ceiling @2nd
-made it easier to get on the bridge from last side @2nd
-lowered the highground @2nd
-moved the health and ammo on 2nd to make the centralized
-adjusted the geometry under 2nd to make it easier to bomb out of under
-adjusted geometry @2nd to make the ramps smoother
-made it so you can cap from on top of the block at 2nd
-made the awning on mid a bit different and less op