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Changelog:
-Reintroduced a flank at C, from Flank house to point
-Moved Red's spawn after B is capped to last
-Reintroduced a staircase for the flank house in the last arena to help Red get back to C better
-Blu now gains more time after C is capped
-Reduced Full ammo on Red's high ground on B to Medium
-Reduced Med health behind block on B to small
-Reduced med. health near full ammo on B to small
-Reduced that full ammo to med.
-Fixed some faulty logic on B
-Broke up the overpass on B, very covered and hidden, and people could get to Red's spawn too easily
-Adjusted spawn wave times between points
-Modified some geo on B to eliminate a stupid sightline
-Moved some cover on C for Red
Changelog:

-A and B points both rolled, upgraded some of Red's Ammo on B
-Added the lighting that I forgot in Red's last spawn
-Added a small flank route for Blu on Last
-C was very chokey, Opened up the flank house, removed some access for Red, Red no longer spawns at a quicker rate (was 7.5s, now up to 9s), Ammo on the point has been reduced for Red
-The Blu flank onto the last arena before the last point has been changed to favour Blu a bit more
Changelog:

-Overall simplification of the map, I closed off a bunch of routes and bad flanks and trimmed a bunch of excessive and confusing geometry.
-Made the point easier to defend; I gave Red better defensive options and access to packs.
-I brought the points back further into Red territory.
-The gate on B now opens only after the turntable has finished rotating, giving Red more time to set up.
-The side route on C, originally a one-way door, now leads to a building instead of outranging good sentry spots.
-Big rework for last, bringing Red closer to the actual path and reducing sniper sightlines.
Changelog:

-Moved Red's first spawn backwards to behind B point, the same location as their spawn for both B and C points.
-Reworked the central building on A, refined the geometry and gave BLU access to what was previously a drop-down.
-Removed the empty space right after A, unnecessary.
-Closed off one access to both B point and C point, which confused players. It now opens after B, leading to a 1-way door for BLU team onto C.
-C is now behind a gate which opens after B is captured, à la Snowycoast.
-Red was able to spam stickies onto the track from a balcony at B, rerouted that balcony to remove that option, and gave BLU some better options to fight it too.
-The drop-down flank, from B area to below C point, now only opens after B is captured.
-Red now has better access to high ground from their Far spawn on C, rerouted the drop-down from that spawn to facilitate.
-Created a better collision mesh for the Boat on C.
-Fixed the issues where you could see the underside of the track props from beneath the grate on C. You could also cause explosive damage through the grate, which should be fixed.
-Added a simple crate Jump on the Port side of the boat, wherein you could get stuck in a dead end.
-BLU players should hopefully no longer get stuck in the trucks when they spawn.


Last is still a known issue, but I'll wait a bit before tackling it to improve the accuracy of the feedback to changes.
Changelog:

Quickfix for a weird spawning bug where BLU spawned in RED's first spawn once B was capped.
Changelog:

-Reworked BLU's first spawn.
-Reworked some buildings in the first yard on A point.
-Turntable on B now has effects.
-Fixed Turntable causing the cart to stop permanently.
-Reduced gained time on B.
-Red now auto spawns once C is capped.
-Max time has been reduced from 14 minutes to 10 minutes.
-Minor pickup rework on A.
-Added more pickups overall, all over the map.
-Doors in both RED (2nd and 3rd) spawns and BLU (2nd and 3rd) spawns now have correct skins to indicate enabled and disabled doors regarding cart progress.
-RED teleport on C cap is now fixed, the clients flag wasn't checked.
-Shipping crate outside RED's last spawn has now been moved to better overlook the final cap.
Changelog:

Big changes for this version! After receiving a bunch of feedback, I had to rework quite a bit, including;
- Removed a point, the map was too long.
- Reworked B and C points.
- Overhaul of spawn to point timing, so hopefully, it feels better to play.
- Lighting pass, the map was dark.
- Removed convoluted pathing.

A point:
- Removed extra room on Blue's left, and added "Crates" to get on the left roof.
- Modified geometry around the point, giving Red some high ground overlooking the point.
- Pathing in the middle building is clearer.

B point:
- completely new, including new spawns for both teams.

C point:
- New point reusing some old ideas, combined together.
- The new spawns do double-duty for both B and C.

D point (Last):
- Quite similar to last version with marginal changes.
- Removed awkward fencing near red spawn.
Changelog

- First and foremost, I changed the max amount of time allowed and the starting time on the clock.
- I adjusted spawn wave times for both teams, varying them when necessary
- Misc. clipping fixes
- MORE CUBEMAPS EVERYWHERE
- Opened the barriers on A, removing some cover for Red to bombard the point with pipes
- BLU's second spawn now exclusively opens to the side, I'm hoping to alleviate some confusion about spawning 180 degrees from B
- Added another ramp from the lower level to the top in the B Building, mostly for BLU's use
- Moved a blinding Light seen coming up from B
- adjusted some geo and added a fence to hide a sightline onto C
- Widened BLU's dropdown onto C
- Moved the Shipping crate on C and added a crate jump so RED could use it more effectively
- Removed and adjusted some annoying geometry
- Closed up BLU's window onto D
- Lowered RED's dropdown spawn door to prevent fall damage (oops)
- adjusted RED's defences around D, with the hopes of making them more useful
- RED can more easily get on top of the tunnel now with a simple prop jump and ramp
- Added more health and ammo pickups for RED on D
- Fixed some issues with the rollback zone on last, it was getting stuck
- modified the ramps in the central tower on D
Changelog:

B Point
-added back a missing ammo pack on B
-changed BLU's approach on B slightly
-the Boat on B can now thematically make sense, ie, it now looks as if it could actually leave and enter the building
-to make room for this aesthetic change, the window room has been shortened
-modified BLU's 1st forward spawn, added a second door to the side which shortens walk times slightly

C Point
-yard area between B and C has been modified
-a new path for BLU onto C has been added as a dropdown
-modified BLU's pickups on C choke
-Capturing C now gives BLU more time (90s > 180)

D Point
-RED's 3rd spawn has a second exit, a drop down into the side rooms which surround the courtyard on D

E Point, Last
-modified prop placement and density on Last
-added some pickups on last
-slightly modified some geometry

Misc
-general clipping changes and fixes
-added a displacement to BLU's 1st spawn yard
Changelog:

-fixed ghost cart on A

-added a small healthkit on A

misc adjustments and fixes