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 .
Fixed some bad clipping
Made it so you can rocket jump over the gray cylinders near A
Emiliam A2
Darkened shadow controller color
Fixed stuck spots across the map
Blocked some OP crouch jumps
Added props in front of decorative shutter door outside BLU spawn to show it doesn't open
Switched right A flank doorway to be on the opposite side of the central brick building
Adjusted metal staircase leading to the roof outside BLU spawn
Reduced routes in the roadway path to A
Replaced white truck with a small car to reduce sentry power and clutter
Removed a doorway from A house to reduce flanking, focus the combat, see out onto A easier, and make it easier to hold as BLU
Widened doorways in A house
Made the A door open higher up
Left doorway at A point has been turned into a small highground for red to harass blue players
Reduced prop clutter in the main entrance to A
Disabled forward spawn respawn visualizer before A is capped
Reworked cellar flank exit to guide BLU more towards B, and reduced clutter nearby
Rotated the staircase in the main lower B route to be less advantageous for blue and better for a defending red team rolling out
Reworked vats at B to be higher and more obvious which ones are unclipped, and also are no longer reflective
Lowered cap zone height at B so you can't capture from ontop of the barrels/crates
Widened catwalks at B
Fixed B not having final CP voice lines
Fixed some OOB exploits
Fixed some stuckspots
Added fences outside blue spawn
Fixed blue spawn doors not opening after setup
Fixed missing respawn room visualizers
Fixed erroneous kill zone
Updated control point names
Increased time reward for capping A
Added more cover to BLU's first spawn