VISUALS + THEMING:
- New map name: PL_BRACKISH!
- Added salt quarry theming, especially throughout the D point area, using the London Pack's chalky rocks and rock texture.
- Completely redid the structure over the D point deathpit to be a vague shitty brushwork minehead.
- Changed and standardised how windows look throughout map, no longer using a custom texture.
- Made the cart's angles not go all fucky in the elevator.
- Various other texture, overlay and lighting changes throughout.
GAMEPLAY:
- A POINT:
- This point seems pretty good atm - I've made a change to the capture recede time buffer, since I felt that Red wasn't able to reset Blu's progress easily enough once they were pushed back to the point area.
- Now triggers a forcerespawn for Red on cap, so they've got a little more time to setup at B for if Blu has a lot of momentum.
- B POINT:
- I'm mostly happy with this point! I think it's the most successful one in the map, and the only issue was Red being able to push back up too easily. Turning a ramp to Blu's highground into a prop jump should help with that, and the other changes are just minor things red's forward spawn after B cap.
- Red's forward spawn no longer teleports people inside it on B cap, and instead yeets the resupply and opens the doors n removes the visualisers until all players leave it and the doors close (thank you Idolon for helping me with this logic!).
- Funny banana slip sound heehee
- C POINT:
- This point feels interesting, but often wouldn't be held for long, as once Blu got underneath Red's highground they were able to use it as cover from defenders, plus Red struggled to hold the highground. I've only made small changes for now, but may do more in future.
- New ramp for Red up to the higherground over C's highground.
- Grates added to allow for better vision over the track while on the highground.
- Increased the track length between B and C to give Red a bit more time to setup.
- Moved the point back a tiny bit.
- D POINT:
- Previously this seemed like the biggest problem - Red engineers were extremely oppressive as both the ways I'd intended for Blu to get past that corner were used much more effectively by Red defenders, and those defenders even succeeded in pushing Blu back to C multiple times. I've made one route oneway, and the other hopefully less controllable with a prop jump instead of a ramp and more cover.
- Changed up the entire under-route - it now becomes a one-way favouring Blu when C is capped, and I've simplified the geometry on both sides to be easier to flow through.
- Added a grate platform around the side of Red's highground and relocated the pickups from inside to there - this should make the pickups riskier, give more space for spy play especially with the weird lil jump from the window this opens up, and gives a place for sentries to watch for unsuspecting Blu gamers coming out of the under-route.
- Made more of Blu's right-side highground enclosed (though with a few gaps still open!) - Red snipers were much too oppressive here previously which stopped Blu accessing their highground much at all.
- Also, made the ramp up to that highground from the cart track favour Blu much more.
- Better seperated Red's spawn exits and extended the outside platform inbetween them backwards.
- Widened a few spaces to make movement and combat a bit more comfortable and give spies better corners to squat in.
- MAPWIDE:
- Various minor geo & prop changes or additions for quality-of-life stuff.
- A few pickup changes & additions.
- Some collision & clipping improvements.
- A few logic bugfixes.