JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
Gameplay tweaks to B, still subject to change
Removed one of the brewing tanks on the right flank to make the entrance more exposed to Red team
Extended lobby and added a catwalk
Added a bit of cover to make it easier for Red to enter B area
Added "DINER" sign above Blue spawn
Fixed spinning oil sign model
Various fixes
Brew B4 Notes
Adjusted the interior of A point house to be less spammable from the window hold
Removed chickenwire structure in front of the A point house to allow for more breathing room
Changed left highway flank entrance to a proper doorway instead of a window frame
Swapped left highway flank window to be open and closed it's neighbor
Brightened the inside of the shed near A point
Fixed console errors about props with no collision mesh
Fixed incorrect objective pop-ups
Fixed some displacement seams
Fixed projector in RED spawn being dark
Adjusted and added clipping across the map
Adjusted detailing
Fixed missing texture overlay and reflective materials on metallic props on B
Improved clipping
Fixed fog problems
Start fog is now set properly to be "outside"
Added missing fog transition trigger in forward tunnel
Improved clipping
Various fixes
Brew B2 notes-
Added a secret after "B" is captured
Fixed missing clipping on metal barriers at "A" point
Fixed visible nodraw on some windows out of bounds
Fixed missing collisions on a fridge in BLU spawn
Changed spectator cameras to enable/disable when "A" point is captured
Fixed red spawn not triggering the industrial fog
Changed filename to "Brew" to reflect the new map name.
Brew (Formerly emiliam) B1 Notes-
Artpassed the map
Reduced prop cover outside BLU spawn
The cover at "A" point now retracts after the control point is captured
Added small balcony in the right "B" point flank dropdown room
Adjusted dimensions of right "B" point flank hallway, reducing some prop cover
Added small ammo kit in the right "B" point flank hallway dead end
This is also the same version as the initial workshop upload by me and Emil.
Enjoy!
emiliam a5 notes
Updated events after A is captured
Capturing A now adds 6 minutes to the clock (previously 8, oops)
Capturing A now shuts a one-way door in the right cellar flank. This door can only be opened from the outside to prevent red from using the cellar to reach BLU's forward spawn
Added a ten minute cap to the timer
Adjusted vats around B to all be unwalkable, and have clearer heights/fencing (no more sniper parkour)
Added a staircase in lower B route to reach the walkway flank
Removed walkway flank pickups
Added a small room to the end of the walkway flank to reduce all-seeing sightlines
Slightly opened back up the B scaffolding outside of the observation deck
Added medium kits inside of the observation deck
Added small health kits near the B catwalk flank
emiliam a4 notes
Reworked yard outside of BLU spawn
Moved billboard out of gameplay space
Added staircase to more easily access the truck room
Moved entrance to the truck room
Widened doorways and added an additional entrance
Adjusted pickup locations
Reworked connectors between BLU spawn and A point
Moved stairs in the truck room to the opposite wall
Added walkways inside the truck room to make it a useful hold
Closed one of the doors inside of the main connector
Added windows to the main connector that watch the exit of the truck room, and serve as a sightline for BLU once they own the area
Moved catwalk staircase to an opposite corner
Removed the small doorway out of the main connector
Embiggened the main exit/entrance to the main connector
Reworked BLU forward hold area
Shrunk doorway to better signify that the house is a more cramped area
Added more arrows
Rose the ground in the center of the terrain to make for a more obvious hold
Rose the foundation of the house entrance
Added a small flank to the right of the divot
Removed a fence outside of the truck building
Reworked connectors between A point and B point
The main path is now much shorter, requiring no more U-turn
Added more highground inside of the first connector
Moved the entrance to the lower route near the cellar so it's less assumed to be the main entrance
Adjusted cellar staircase to be a simple 90 degree turn instead of a U-turn
Adjusted some pickup locations
Removed max timer limit, like Gorge
a3 notes
Adjusted BLU spawn points
Added additional doorway to the RED forward hold area, making it significantly more obvious of a room to set up in
Extended A middle building to avoid sightline cheese
Reimplemented the large white truck to A
Added a ladder you can walk up to reach the top of the truck, and fixed a stuck spot
Added a billboard that changes team when A is capped
Removed the one-way-door flank to the B connector
Flipped metal staircase in the lower route to B
Blocked off BLU's catwalk on B so they can no longer spam onto point
Added a closing door to B catwalk that shuts after A is capped to limit the amount of routes for attackers
Adjusted RED last spawn to be closer to the exits