Boondoggle

Asym2 Boondoggle b19

-changed what capping points do to give each point more of a purpose to defend
-capping 1 point now unlocks C and opens lower door to C area, capping both A and B will close red's shortcuts to the A and B area and their easy access to C lobby. This is done in hopes of C lobby starting as a red controlled area then being turned into a blue controlled area. Blue should then be able to use the C lobby to group up and push into C.
-some detailing to get rid of dev textures since people KEEP TELLING ME ABOUT THEM! I KNOW THEY ARE THERE I PUT THEM THERE!!!!
-uh....some optimization n such
-detailing n all that shiz
-edited red shortcuts to cut down on long sightlines that may not have been a problem but could be a problem but may now be overly complicated so there's no winning here.
-lowered C cap time from 12 sec to 10 sec

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-fixed clipping issues
-messed with light coloring
-increased the size of blu's spawn building
-changed up detail work in blu spawn outside area
-detailed some stairs
-detailed some things that aren't stairs
-raised clearance on underground route between A and B
-fixed ending message from "blu defended till time ran out" to be the correct "blu captured all points"
-moved full ammo at B to be better used by defenders
-moved full ammo at C a little
-removed dynamite crate from upper C so now there's 2 instead of 3
-changed blu A exit so red shouldn't be able to shoot into their spawn area
-added some prop fades for optimization

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-fixed clipping issues mentioned in feedback
-pushed C point farther out from red spawn
-pushed backward path behind C point out farther
-remade C point to give blu more cover when entering that area
-removed one of the 2 pathways behind C
-moved lower health pack in C lobby closer to C point
-some detailing

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-added ramp to B
-Edited C a lot
-removed one way doors by C
-changed how capping points work. Now capping A closes Red's shortcut to A and capping B closes Red's shortcut to B. The shortcut areas then become sentry spots if it all works the way I think it should.
-edited side exit from blu lobby to A a bit

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-fixed more clipping issues
-increased C cap time from 10 sec to 12 sec
-changed small ammo next to C to a medium
-expanded red spawnroom to move cabinets closer to C point. Should give Red access to more ammo for building
-tried to make A's sentry spot better by moving blu's pathing and changing med ammo to full
-remade B to be easier to defend for Red
-added upper ramp path to B in the lobby before C
-moved around some health in room before C

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-fixed more clipping
-removed cone at A
-fixed lower red respawn door clipping through floor while opening
-made a custom welcome objective screen to tell people how the map is played
-few detail things
-added small health and ammo around C
-attempted to make bridge and upper doors to C that are effected by BLU capping A/B more obvious
-some detailing
-Thanks to Hex for checking the map to make sure the txt file was working.

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-attempted to give A more of a sentry spot by changing up the area where the red containers where. Also changed the detailing there to be less dull I feel.
-fixed door at B that had no clipping
-removed clipping from upper area in blu spawn due to phi's suggestion
-moved around health/ammo packs at C
-edited C to try to make it less of a meat grinder for red
-some detail work around C

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-fixed some clipping issues
-fixed some collision issues
-fixed odd prop placement (why was that mug by A just in the middle of the open?
-a LOT of detailing (probably more than I should at this point
-made the lil' ramp next to the B entrance to C have a fancier angle
-uh....other stuff. Honestly I fixed all the stuff from the feedback before I started detailing and now I don't remember everything I've changed :/

-Vitamin B12 is required for proper red blood cell formation, neurological function, and DNA synthesis. Vitamin B12 functions as a cofactor for methionine synthase and L-methylmalonyl-CoA mutase. Methionine synthase catalyzes the conversion of homocysteine to methionine. Methionine is required for the formation of S-adenosylmethionine, a universal methyl donor for almost 100 different substrates, including DNA, RNA, hormones, proteins, and lipids. L-methylmalonyl-CoA mutase converts L-methylmalonyl-CoA to succinyl-CoA in the degradation of propionate, an essential biochemical reaction in fat and protein metabolism. Succinyl-CoA is also required for hemoglobin synthesis

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-clipped some props
-moved props around at A
-lowered red respawn time across the board
-small detailing around A
-made pipe ramp simpler on blu B side exit
-changed window's at red spawn a bit
-fixed some messed up texture work
-
-shortened distance between blu spawn and C
-changed A to match the new shorter distance
-merged the 4 enterances into the connector between A/B and C to focus on 2 main paths in order to try and help with flow and funnel blu players together
-widened A
-changed B to match the new shorter distance
-moved stairs at B to be less stupid
-added cover to lower blue exit at B
-removed drop downs by adding ways for blu to get back into the spawn
-bit of detail work to fit the edited layout
-fixed some clipping
-changed small health in angled building at A to medium
-gave blu some height advantage in that lobby between A/B and C
-ADDED MORE RAILINGS! GOSH THIS IS SO SATISFYING!!!

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