Blocked

Blocked A13

Changelog:
Added new exit route for Blu's first forward spawn that opens up after capture of the second point
Improved the first forward spawn exit area to benefit blu
Added some more micro gameplay elements around the map to make things more interesting
Adjusted health/ ammo
Added railing around the upper area of the finale death pit to benefit Red
Added a new dropdown benefitting blu on the third level looking into the elevator area
Pulled third capture point back closer to the elevator
Adjusted upper walkway flank leading into last to make it more difficult to utilize for Red (keeping an eye on this, though)
Added one way windows on the right side balcony looking into last for Blu
Cleaned up a bunch of sightlines and weird edges
Fixed a number of small bugs and issues (thanks Midnite!)
Lots of gameplay changes, all new last, elevator area overhauled, lots of areas opened up more.
Increased levels of map in the map
Changelog:
Added new walkway in elevator area, benefitting Blu
Added ramp to the right side of the cart path leading into the elevator area, and a crate jump onto the second level
Smoothed pathing around the base of the elevator to make it easier to navigate around it
Adjusted cover around elevator shaft
A few small adjustments to the new opening area
Adjusted blu's last spawn point location
Changelog:
All new experimental opening area courtesy of Pear
A few small tweaks to the rest, I don't remember
Fixed missing faces
Changelog:
Redid displacements on last to provide less cover for blu while pushing the cart into the final cap
Added new upper area that the smaller elevator can lift you up to, overlooking the choke point going towards last (should benefit Blu pushing through), access to this area opens up after second to last capture
Removed the ramp going up to upper access door overlooking the first capture room, this should limit it to only being usable by jumping classes, now
Adjusted some of the cover on the tower on last
Slightly increased spawn timer for red after second to last capture
Lowed elevator speed back down slightly (35% to 28%) now that the lock half way up is working
Fixed missing filter on Red's spawn slide drop down door trigger (thanks Midnite)
Changelog:
Remade tower on last with a more usable second level on it, with some added cover. Also put it in an instance to make future changes easier.
Added a lock on the elevator after the cart passes half way, finally!
Finale explosion now kills players, as a treat
A bunch of small changes, I forget
Opened up a new route connecting the spiral staircase in the back corner of the elevator area to the middle level of platforms, giving Blu another way up, and making the spiral staircase much more useful
Added gate covering the front of the top of the elevator that opens when the cart locks into place at the top, this will force Red to push out around the tower more to stop Blu's ride up
Adjusted cover around elevator area to further advantage Blu, having made it very difficult to push through
Slightly sped the elevator up more (30% to 35%)
Further reduced the delay time on the walls by 1 second more each
Sped up the movement speed of the cart as it is drilling through walls
Disabled rollback off the elevator once the cart has been loaded on, to help prevent issues with the elevator syncing
Bumped up the time added on capture after the third cap
Added some nobuilds around the elevator to prevent various exploits/ bugs
Sped the elevator up a bit (from 20% regular cart speed to 30%)
Readded some cover in elevator area
Readded ramp up to top of elevator area
Added some minor props around to help visualize the theme
Shrank the payload cart slightly
Lessened the delay before the walls break by a second, each
More health/ ammo adjustments
Fixed a few spawn room related bugs (thanks Midnite!)
Readded/ adjusted some of the cover around the elevator area, having successfully managed to make it holdable with the last version
Removed the logic that rotates the ramps around the elevator area as an experiment, I may have been overthinking this
Added a new walkway and platform on last as a quick experiment to give red a bit more high ground
Temporarily hid one of the newer ramps climbing up the tower, as it felt like it made it too easy to push up for Blu ahead of the cart
Removed a wall dividing two paths in the choke hallway just after the third capture area, which should widen the gameplay space out a bit for Blu, and make it hard to hold that corner for Red
Adjusted cover around last a bit, and added a new upper walkway
Fixed the logic for the breakable walls having the possibility to fire more than once
A few minor clipping fixes
Adjusted respawn wave times
Adjusted some health and ammo placement
Fixed some spawn triggers not covering the entire first spawn (thanks Midnite!)