Beirut

Beirut a3

last
- elevated middle and left route by 64hu
- lowered right route by 64 hu
- brought the middle route closer to the point
- changed the metal barrier to mesh
- added some barrels and crates to block for cover
- added a window to the right route
- extended the whole last by 128hu

last.PNG
last 2.PNG

lobby
- raised the lower section of lobby by 64 hu, including the sewer
- opened up the right route so it is no longer a tunnel
- reworked the left route so it has a better flow
- moved barriers around
- moved medium hp and ammo to the left route
lobby.PNG
lobby 2.PNGlobby 3.PNG

second
- raised the sewer route and balcony by 64hu
- moved the point from the balcony onto a spire
- rotated the shack building 90 degrees and added a patio
- big door/valley entrance has been moved so it's closer to lobby/last
- added a proper entrance to the alleyway from house, while leaving window intact
- added a shack to watch valley
- changed forward spawn location

second.PNG
second 2.PNG
alleyway.PNG

valley & house
- changed the big door route into a valley
- added a shutter door to the house entrance from second
- sectioned off window into its own room
- added some discarded planks and wood chips to create a smoother exit through the window
- moved the house medium hp and ammo closer to second

valley.PNG
house.PNGhouse 2.PNG

mid
- widened valley door exit slightly
- improved lighting

mid.PNG
mid 2.PNG
last
- change spawn exits slightly
- removed massive pillar
- changed a medium ammo to smalllast.PNG

lobby
- right route has been lowered by 64hu
- stairs connect right route and middle route
- medium hp and small ammo moved to the other side of lobby
- added a barrier for the lower route, to block a sightline
- the left route no longer has an extra stair case down into last (it enters last 64 hu higher)
lobby.PNGlobby 2.PNG

second
- widened the point area
- slightly shifted the location of the control point
- switched a rock and barrier for a single rock
- made the slope up to the house a wooden board instead of a displacement
second.PNGsecond 2.PNGsecond 3.PNG

house & big door
- decided to go for a more open plan arrangement in house (removed a wall)
- cleaned up some prop clutter
- widened the big door route to deny some splash damagehouse.PNGbig door.PNG

mid
- increased the size of the mid point capture area
- changed the upper route exit to a window onto a slanted roof
- shortened the shacks
mid.PNGmid 2.PNG

miscellaneous
- added triggers to push players away from wallbug-able walls