Artillery

Artillery b1a

-small gameplay adjustments, slightly experimental
-adjusted detailing with more focus on drawing the players eye & reducing overall clutter in unimportant areas
-small lighting adjustments
First Beta Version!

This is my first attempt at an artpass, so any feedback is greatly appreciated! I anticipate it may still need quite a bit of work.

-map is now fully artpassed, minus some custom assets I still need to make
-minor gameplay changes due to the artpass
approaching beta!

-new lighting
-small changes around B point
-more detailing in places, leading to more small changes around.
small changes to last + connector + blu spawn lobby
optimisation pass
changes to last
less go
medium redesign to last, making the routes to push in for BLU team less disadvantaged.
Namely:
the main courtyard in front of the gun is no longer lowground and is level with the gun, some small cover for both blu and red team has been placed here
The right side route now functions as a powerful highground for blu if they manage to push deep into red territory, so red must rotate to cover this route or else be swarmed from above
Pickups for RED on B are reduced

Red respawn timer on A point increased by 1 second to stop the infinite RED people problem.
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.