Bruhstbowl 2

Multi Stage Bruhstbowl 2 _b1

From Tiftid:

Some insight into my reasoning behind these changes - currently, 2-B has been captured four out of five times that it's been attacked, and most of those five attacks didn't look very fun for either team.

Additionally, 2-A has been captured five times out of five, therefore we are investigating simplifications to the 2-A forward hold, which we may implement if it continues to be as weak as it currently is.
I suspect the forward hold is the main reason why no BLU team has lost on 2-A yet.
+Added a set of fences and stairs to the 2-A backward hold to make RED rotates faster and safer
+Added a single ramp to the 2-B backward hold to make RED rotates faster

|Fixed an issue where the 1-A capture area was extending outside the hut, allowing for an exploit where RED could block the point in relative safety
|Clipped the entire border wall of the 2-A forward hold since it was totally unclipped before

|Cleaned up texture alignment on several angular surfaces throughout the map
|Applied nodraw to various textures which are never visible to the player

|Adjusted the clipping on the bricks and rubble between 1-A and 1-B
|covered up the entrance to 1-B with bricks and rubble so that RED stops getting lost during setup time
|locked one of RED's spawn doors during the defense of 2-A for the same reason
|increased the numerical capture time value of 2-B to 13 (was 8)
|decreased RED's respawn wave time while defending 2-B to 8 seconds (was 9)

+added some concrete lumps to make playing around the rooftops on 1-B more interesting
-removed clipping on a large rock shelf on 1-A for parity with cp_bruhstbowl_b6

We are investigating geometrical changes to the backward hold of 2-A and 2-B but will not implement any of them at the present time
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From Tiftid
+added more health for BLU leading up to 1-B and adjusted the geometry of the main route
+added an extra broken wall to make RED's rotates slower but safer on 1-B
+added a small but very important health pack to the bridge on 1-A
+added a set of stairs to let BLU more easily assault RED's route up to 1-A

+added a mechanic that will start 1-A's internal capture time value out at 25 (was 20), but after 30 seconds have passed, the game will wait for BLU to get off 1-A, whereupon it will change its internal capture time value to 17
|lowered setup time to 70 seconds (was 75) (wow!)
|increased RED's respawn wave time when defending 1-B to 9 seconds (was 8)
|decreased 1-B's internal capture time value to 12 (was 13)
|increased RED's respawn wave time when defending 1-A to 8 seconds (was 6)


From sono

|fixed missing firing sounds for the Widowmaker
+added more sound effects