Artillery

Artillery a12

-redesigned A point highground area & the warehouse flank - This should make attacking red's hold on A feel much less one dimensional.
-changed geometry around the A point lobby area, as this area felt like dead mans land before and now is a much more reasonable place to approach the point from as BLU
-reduced blu team respawn wave time on point A
-reduced cap time on A point

-redesigned A->B connector, narrowing it and slightly moving where BLU teams entrances to it are, as players were largely only using one of the entrances to B since the other two were far away from their entrances to this connector.
-changed some geometry on the entrances to B point
-reduced red teams respawn wave time on B point
-increased cap time on B point.
minor detailing and geometry changes around A point
lighting changes to make the map less dark overall.
minor respawn wave time adjustments on B
slightly reduced ammo availability for red on B
added a pesky walkway to stop demomen jumping directly from blu spawn to A
improved Blu's highground option on B
started some minor texturing around A.
small adjustments, more sightlines dealt with and signage added.

again slightly reduced the length of the map, finally brining it more in line with other 2cp a/d map's sizes
This update aims to give blu some more meaningful options to attack A point, as well as reducing the openness of point B slightly to give shorter ranged classes more play, and make flanking completely behind red team without them knowing less trivial.

-shortened distance between blu spawn and A by about 250hu
-blocked / obscured some sightlines onto A point
-reduced the visible range of sightlines down the road on the way to A point
-themed BLU teams initial spawn
-added an additional route beside A point leading to behind the Red teams hold - giving red team an additional angle they must watch
-adjusted the geometry on the motorway support beam thingy next to A, it can now be stood on and may serve as a good rally point for the BLU team to push onto the point from
-increased red respawn wave timer by 1 second, reduced blu respawn wave timer by 1 second
-slight geometry changes in the A-> B connector, the high ground room now has windows out onto the connector making it more enticing for red team to control this room, and more important for blu to take control.
- added extra geometry on the point to block sightlines from red's main highground to some of the flanks blu team has access to on B point
-closed off the A->B underground route, instead making the low ground entrance more covered from sightlines so it can now be used to go to the underground section of point B more safely. This should make it less confusing for red team when blu players use the underground section to flank.
-increased the capture time of point B by 1 second.
-simplified geometry in some places.
Pondered on the map and have made some changes to things i wasnt totally happy with.

Moved blu's forward spawn to be slightly behind A point rather than next to it
Shortened and redesigned the A-> B connector, should be more intuitive
Created a large OOB deathpit along the side of the map, allowing for more themeing
I stopped compiling the map with hdr when hdr isnt set up in the map
ok maybe this time the bot will accept the map
the bot keeps not letting me add the map this update is to fix that

As well as some small changes to last point which may or may not be an improvement.
Redesigned the entire map anew, focusing on simpler and wider gameplay areas to make the map feel far less claustrophobic and confusing to play on.

Except the big gun, the big gun stays.