Boondoggle

Asym2 Boondoggle b19

-lowered cap time for A and B from 26s to 24s
-fixed clipping issues throughout the map
-moved red spawn farther back from C
-changed left side spawn door leading to C and connectors to B
-added missing cubemaps
-more detailing than I should be doing at this stage in development
-combined 2 health and ammo locations close to each other at B to just be 1 health and ammo pickup area between both previous locations
-fixed shown nodraw areas

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-remade C
-added second route between A and B

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-recompiled and repacked the map to fix missing stuff that may or may not be missing cause it shouldn't be
-Lowered A so that blue is at a height disadvantage while standing on it instead of a height advantage
-closed up some areas to make the map less like swiss cheese in hopes of getting players to WORK TOGETHER more
-changed path from red spawn left to outside area
-changed outside area to left of C and red spawn to be less clunky
-minimal detailing
-probably some other stuff I forgot

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-remade A so it's not such a pain in the butt to capture
-edited B to be more difficult to capture
-edited C to make it easier for red to hold
-made the connectors to C smaller
-A and B now take longer to cap
-other stuff I don't remember
-probably more detailing than I should have but oh well
-lowered time added by capping points

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-remade connectors to C from A and B to make them more interesting and more interconnected.
-Lowered ground on the sides of the death pit at C so players can jump back to it from C
-added a roof to C so players can't get on it before capping A or B
-raised water level under A
-changed Skybox and env lighting
-optimization
-remade outside area to the left of C when coming from red spawn
-detailing
-fixed some clipping issues
-some other stuff I don't remember

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-removed front stairs at B
-moved around doorways for B and added some windows
-added nobuilds around A
-increased time to cap both A and B to 26 seconds
-changed initial respawn times
-respawn times now change as the map progresses. Blue's gets shorter while Red's gets longer
-made the pit at C larger in hopes of making it more difficult to defend
-moved around railings at C
-Removed crates at opening in building by A
-replaced opening in building by A with smaller windows
-remade the walkway under C to look less like an accessible area
-fixed incorrect announcer lines
-maybe some other stuff I don't remember

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-fixed C so it can actually be captured. Why did no one ever think of this before? That's crazy!
-minor detailing and lighting and other things cause I'm running out of time for the asym 2 contest and I won't get this map done in time cause I've never finished a map and I doubt that will ever change.
-figured out how to make cubemaps for LDR and HDR
-made C's death pit look more like a death pit
-added lil path at A so scouts can use it to jump over the water like and look real cool doing it.
-uh...other stuff like I dunno
-removed basic player collision with soccer ball
-minor detailing
-optimization
-replaced some previous custom content with less custom content to help the file size.

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-moved blue's spawn route to B back and remade the exit of that area
-raised water at A to extinguish players
-fixed some missing clipping
-messed around with optimization

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