Artillery

Artillery a14

more detailing around A point
small changes to gameplay, mostly increasing visibility / sightlines into oppressive engineer holds on A and B sites.
More detailing around A point.
Small geometry changes around A point.
Reduced oppressiveness of blu highground on B site + improved highground options of red team on the site
Red team B respawn wave timer 10s -> 8s
Blu team B respawn wave timer 5s -> 4s
The money in blu spawn is now blastable.
cleaned up areas of the map, simplifying geometry and improving clipping
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.