Andean

Andean a6b

A:
Returned the wall and first door on A's bridge meaning its inaccessible until A is captured, A was getting captured too easily because of it

B:
Smaller Coal Fence to incentivize use of the flank route on B
More signage

C:
Decreased Blu Respawn time at C
Added an extra respawn exit at Blu C spawn
Removed RED spawn awning at C
Decreased C Cap Time
Moved small healthkit from outside explosive spam 1 way room into inside of it
DEJANKED, for some reason i just forgot to update respawn rooms to put people in their C spawns when updating the map to have a spawn near B when B is the main point to be capped, so i fixed that, it happens yknow.

added more health kits
added cubemaps
changed window texture for the beeg windows
added uturn sign to first spawn exit in red forward spawn when A is capped
reduced cap time on B and a smidgen on A

oopsie about that :penisve:
added backline to point C
idk most of the changes i made back about a month ago and i only picked it up again today lol
All point C related changes
  • More opening up of point C
  • Extra spawn exit from RED through the back of C
  • Lowered wall to upper area on BLU
  • Flank around upper area added to BLU backlines
  • C point takes longer to cap (from 4 to 10 seconds)
  • Pick up location changes
Other
  • Moved location of a few pickups
  • Point B Moved back to flankish route
  • Added sign to RED forward spawn to point in the direction of A so people don't wander to C
  • RED Forward Spawn is now used while defending B
  • Teleportation SHOULD happen once B is captured for RED to move to C spawn if in Forward Spawn
  • General respawn timing adjusted
  • Added hurtbox behind first BLU spawn for funny fun fun
  • Detailed a little more of point A
  • Removed some TFbot functionality that was added in a4c
DEV NOTE

From what I could tell, A seems to be fine and good gameplaywise, I made BLU respawn times slightly faster as it seems they were struggling a lot with A, and overall increased BLU respawn times on other points. I moved B's cap back to the initially intended spot for it since it should be harder for BLU to cap as they were having too easy a time capping it, that's also the reason I moved RED forward spawn changing to regular spawn back to when C needs to be captured. Hopefully this gets tested as soon as possible so I'm not waiting like 6 days to playtest it again lol
  • Made it less likely to be stuck in RED Forward Spawn, but it's not perfect yet, I'm still figuring it out
  • Fixed a misaligned clip brush
  • Added better TFBot integration if a NavMesh were to be generated
I'm mostly waiting to have a proper playtest, but the past hotfix updates have been what I've found on my own as I've been slowly updating the map to be more detailed as I wait for the playtest, but for the playtest I want to have the best possible experience for the players
  • Fixed Black Brush
  • Detailing
  • Optimization
  • Flank route added around B
  • Sightline cover from B to Main Blu Route
  • Various unfinished detailing
  • Various clipping fixes
Changes to version A4
  • Increased Cap time on A and B
  • Added nobuild to "funny sentry spot"
  • Increased size of C alternate route
  • Added room to C alternate route to hold in
  • Various clipping fixes