Artillery

Artillery a13

small balance changes, notably making B point easier to attack.
-HUGE clipping pass, map should be silky smooth slippery mode now

-Changes to pickup placement around A point to aid Blu team less.
-Some changes to geometry next to A point to be more approachable for Red team
-Little optimisation around A site / Blu spawn area

-Some changes to geometry in the A->B connector
-Slightly moved health and ammo locations around B site to make blu have to run further for pickups
-Removed right side ramp to the building near Red's spawn exit on B
-added a new ramp to allow RED team to walk on the gun from the back end, have fun with some over the barrel massive gun fights.
-restructured B site slightly to give Blu team a more reasonable place to group up, as well as opening up the air a bit to give the gun some room to breathe
-gave the gun shadows
-added a 2nd gun
-changes to A point geometry for optimization purposes
-significant changes to A point, reducing the number of highground options for red team
-overpass flank on to A point widened significantly
-distance from blu spawn to A point increased to hopefully counteract red teams kamikaze holds in front of blu spawn
-small fixes all around
-reduced clutter around A site
-some visual fixes
-some visual errors added (seams baby)
-improved cover for Red team on B site
-raised many ceilings around the map
-increased distance between A and B points
some minor detailing around A site
other small fixes.
-redesigned right side of B point as it was a bit.. pointless before
-improved red defensive positions on B site
-adjusted spawn times for both teams on B
-adjusted some respawn wave times
-changed some geometry, especially around last
-cant remember what else.
-reduced red respawn time on A
-redesigned A forward hold to be slightly more defensible for red, and to not encourage them to overextend as much
-added some geometry on A point to cover sightlines, slightly improving defensibility
-improved ammo accessibility on A point

red should hopefully be able to hold this point now lmao

-added an additional entrance to the A->B connector lobby, giving A a highground position to push into this area from.
-increased red respawn wave times on B point.
-redesigned the entire B point
-removed entire underground / behind the point flank area, as it was going largely unused and was a bit confusing
-redesigned the left entrance to no longer be a heavily lowground entrance for blu, as this felt awful to enter the point via
-removed the slide doors on the right entrance to the point
-reduced the height of red teams high ground on this point
-reduced the range of rotation values available to the AA gun, it should be in a position where it can be walked on far more often now.