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b3 Changelog:

-More detailing
-Fixed strange clipping
Changelog_b2:

-Another general detailing pass

B:
-Opened up the main choke on B with a semi flank, should make it more manageable
Changelog

-Added a prop jump in a dead end on A to get to BLU's high roof
-Fixed some funny clipping issue
Changelog:

-Reduced fog intensity and changed the colour
-Fixed a clipping mistake on top of BLU's first spawn
-Reduced length of the final moving platform's travel, so that no one gets stuck between the platform and the balcony
-General optimization
-A first, incomplete detail pass, slowly detailing
Did an oopsie with the file names. Actual a27a fix for the end.
Fixed the broken end where the cart wouldn't reach the cap before disappearing.
a27 Changelog

General:
-Fixed some clipping
-Some minor detail optimization

A:
-Textured around A
-Fixed Engi being able to build in spawn

B:
-Removed the door connecting B and C, keeping it open from the beginning, which allows engis to set up preemptively on C

C:
-Changed the one-way again
-Changed the tunnel so no one bangs their head

D:
-Fixed the blast zone finally
-Added a balcony to contest a strong Sentry spot for Red
a26 Changelog:

General:
-Changed out the respawn visualizers being used for the one way doors to better fit convention

A:
-Added some cover on the raised roof section
-Closed off the forward hold building to give red a chance, maybe...

B:
-Red's spawn doors now get disabled on B cap, fixed
-Changed up a bit of the geo to make the high ground more enticing and interesting for Red

C:
-Red now has an additional spawn point closer to C, activated on B cap
-Closed up the hole on the roof of the main engi hut
-Added a small ammo in the small engi hut
-Closed a door
-Increased Blu's spawn time on B cap from 3 to 4

D:
-Added pickups (med ammo, small health) to the back of the C-D connector
-Gave red a high ground defensive option on the C-D connector to contest the highground that Blu gets
-Reverted cart speed from .75 to .5 on the final roll back
a25 Changelog:

General:
-Added no-build to open windows, no more shenanigans

A:
-Changed the side building on A point, giving more room to maneuver and because I didn't like the way it led up to the upper balcony overlooking A-B connector

B:
-Fixed the cart getting stuck on the turntable on rollback
-Changed upper Red health pack to small, making the red choke weaker
-Changed cubby Health pack on the choke to a medium, making the blu push stronger

C:
-Changed the slide flank, now it's a staircase, no more weird dead end for Red
-the Door leading to C on Blu's forward spawn stays unlocked after after C is capped, letting Engi's grab their stuff

D:
-Fixed missing collision on Barrier props, oops
a24_Changelog:

A:
-Changed Blu's access to high ground coming out of spawn

B:
The prop jump for the B flank was too easy for Red, made it a bit more challenging

C-D connector:
-Fixed a ramp still having collision when it shouldn't
-smoothed out some clipping on a ramp
-Changed the geometry of the area slightly giving Blu more options
-Gave Red a sniper perch behind the container

D:
-Increased visibility on a cheap Pyro airblasting spot
-The underground route now connects differently to Blu side, separating it from the upper route
-Reduced Red's balcony health to small
-Increased cart speed on the final rollback from .5 to .75