This update is to make Blu's push a living hell. In a good way. Maybe.
So here we are with a quick A7. I debated making this 6a but the flow changes may be enough to warrant an A7. The brushwork is sloppy but I'm really focused on gameplay. Anything can be changed to fit a newer reference, I just want to see if things as is have potential before making bigger reworks.
The next update after this may actually take a while, I'm going to try and take a break from mapping for the next week, but will still pop on the imps if I can, and will definitely doing the 72hr jam.
Reverted Respawnwave times to A5 timings for faster Red spawns and turnarounds.
Edited flanks to make last to make pushing in harder.
Removed sniper ledge and flank ledge at C. I'd like to scale it and rework the building soon.
Who reads these?
Choked up A and prevented easy flanks from Blu. Drop down into old high ground flank. May lower ground in order to make it more of a disadvantage.
A-B indoor area now a greater focus with the removal of roll forwards.
Shortened B cliff area to help A defend.
Moved one of those stupid pillars in C and added more cover for Red
Defcon- Will address displacements and ideas about artpass/flow and gameplay that comes from that on the next one. My actual worry with displacements right now is that I'm still trying to nail the scale and layout. Thanks for the good feedback <3
Reworked geometry at B.
Bucket route sent to shadow realm
Health pickup changed to full by deathpit at last.