Bloom

Bloom a4

Finally got a chance to work on this. There have been a small amount of changes made.
  • Experimenting with moving the point to the middle of the area around 2nd, suggestion from Zythe_!
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  • Adjusted the respawnroomvisualisers so players can not stand on top of them.
  • Adjusted the ceiling about the well door that leads to 2nd so players can not stand on top of it.
  • Added minor detailing in the fenced area outside second, mainly to block players from seeing the black/void half of the skybox.
  • Replaced the normal rock models with the Mossy Rock Retextured variant from AsG_Alligator. (I LOVE MOSS RAHHHH)
Changes (New: left / Old: right)
  • Removed two doors from the building that connects mid and 2nd (The door near the curve and the door at the bottom).
    • Readjusted the upper area of the connector building to accommodate for a potential sightline.

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  • Added a window next to the Well Door at Connector

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  • Reopened the route that was previously closed in a2, but reworked the area leading up to the small building to add a slight delay to attackers.
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  • Changed a prop jump into regular stairs, this may have made it easier for attackers to reach the highground tho.
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  • Increased the height of a door near final.
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  • Small clipping fixes
  • Adjusted Spawntimes
    • Made decimals into whole numbers (Thank you Mr. Burger for the heads-up!)
Changes (a2a left / a2 right)
  • Added trigger_push brushes on top of the sakura trees on 2nd and mid. Sorry tree enjoyers.
    • I remember seeing an alternate sakura tree in an imp but I could not find it in the Japan Content Pack. I MIGHT replace the trees on 2nd with those.
  • Added Respawnroomvisualizers to the last Red and Blu spawns, somehow I never added these in and never noticed.
  • Added clipping to a prop jump onto the high ground outside of 2nd. For now the barrel prop has no collide.
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  • Redid the area on the right out of spawn. Removed the stairs that led up to here to deter attackers. Removed a prop and raise the metal fence to give Engineers a better sentry spot to build on last.
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  • Removed the pipes that gave access to a flank. Removing this for now as I felt it made it too easy for players to flank players and go way behind them by going inside the building. Players can still flank on top of this roof by prop jumping onto the rock.
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  • Changed the height for the shutters between last and 2nd. Mainly so Soldiers don't bump their heads.
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Changes (a2 left/a1 right):
  • Adjusted the corridor in the middle of second point and final and removed a shutter door. Moved the healthpack towards the middle of the corridor. Added a window for attackers to view the point.
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  • Added some high ground for the defending team to push out. This replaces the little hut that housed 2nd spawn. 2nd spawn has been moved along the path towards this high ground.
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  • Suggestion with closing a pathway. Due to this change, I adjusted the doorway to the left of this.
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  • Adjusted the interior of the building before mid, and made a hallway less wide.
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  • Adjusted mid to make it less open and removed a rock prop. Looking closely at this change as I am unsure about it.

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  • Added general clipping to rail props, grates, and stairs.
  • Utilized the custom Fuji overcast skybox from Left_4_Pillz (Thank you Katsu! :3 for the suggestion! o/)

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