Archfall

Archfall a7

  • Changed time added on capturing A from 240 to 270 seconds
  • Changed time added on capturing B from 240 to 270 seconds
  • Changed time added on capturing C from 240 to 270 seconds
  • Added a new route at C's blu flank
  • Made it easier to get unto the shack's roof near A-B connector
  • Improvements to A-B connector
  • Made it easier to walk onto a platform in B-C connector
  • Improved movement around C's blu flank
  • Widened a ramp at C
  • Added more cover to the tipper on last
  • Fixed the explosion trigger being enabled to early on last capture
  • Sightline fixes
  • Clipping improvements
  • Small lighting improvements
  • Pickup changes
  • Other small improvements
  • Small pickup changes
  • Clipping fixes (Thanks to Kraxxxel from THG again)
  • Added a new route for blu near A-B connector
  • Added a new exit route for blu in C-D connector
  • Added a new route for blu in C-D connector
  • Moved and existing route and added windows for blu in C-D connector
  • Added stairs for easier access to other routes in C-D connector
  • Moved back and redesigned red's last spawn
  • Changed last capture point's capture time from 14 to 10 seconds
  • Improved movement around ammo pickup at A blu's flank route
  • Improved movement around pickups at blu's far flank at last
  • Made a roof walkable at C
  • Made it possible to walk under the stairs near red's first spawn
  • Added nobuild on cart tipper at last
  • Fixed broken lighting on some props at last
  • Lighting improvements
  • Sightline fixes
  • Clipping improvements (thanks to Kraxxxel from THG for finding a way to get OOB)
  • Fixed being able to shoot through windows at D
  • Fixed broken lighting on some props at D
  • Improved last's layout
  • Improved last's capture point logic (Hud now switches from PL to CP)
  • Changed blu's respawnWaveTime on B from 3 to 2
  • Removed a route at B
  • Improved a sightline blocker from B's reds high ground to blu's flank route
  • Raised reds defense area near B point
  • Improved movement on top of train cars at B
  • Made the cart move half as fast on rollback zones
  • Some pickup changes
  • Clipping improvements
  • Various visual fixes
  • Added new routes for blu at B and C
  • Changed red's respawnWaveTime on A from 9 to 8
  • improved movement around the stairs to truss bridge's high ground entrance
  • Improved movement around the angled stairs near the tracks at B
  • Improved movement around C's shaft head
  • Fixed a sightline from A building's roof to truss bridge's high ground entrance
  • Fixed the payload being able to recede on roll forward zones
  • Other small improvements
  • Visual Fixes
  • Clipping improvements
  • Rethought red's defense at A truss bridge
  • Replaced a route at B with a new one that helps red reach high ground easier
  • Added health and ammo pickups were the old route entrance was
  • Added a forward spawn for red to decrease walking time to C
  • Improved respawn logic and signage
  • Added observer points
  • Increased last capture point trigger height
  • Fixed red last spawn not having a respawn room brush
  • Other small improvements
  • Added stairs for easier access to A building's roof
  • Added a platform for easier access to A building
  • Moved a health pack near A-B transition closer to A in favor for blu on B and red defense on A
  • Removed a powerful flank for blu on B
  • Inverted Red's first spawn's upper exit
  • Added signs near reds first spawn to direct red players to A/B
  • Added another spawn exit at red's last spawn
  • Changed last objective rotation speed from 5 to 4
  • Fixed some spawn points not being valid
  • Fixed some spawns having no func_respawnroomvisualizer
  • Various clipping fixes
  • Fixed respawn wave times
  • Fixed last being able to be captured by red
  • Fixed last capture not being interrupted by red
  • Fixed various clipping issues
  • Various visual fixes