A2C Changelog:
+Dramatically reduced the filesize by compiling the map without HDR, which was not a feature in the GoldSource engine anyway
+Majorly buffed the ladder logic
|Retextured the inverted pyramid thingies in the 2-A BLU lobby
|Relit the entire map with actual light entities because sono reckons CompilePal isn't detecting her texlights but I gave her A2C on November 13th, 2023 and am tired of waiting
-sono will likely be unhappy with me considering that I even reduced luxel size below 16 in many places, which was not something anyone did (or, I think, even could do) in TFClassic
A2B Changelog:
|Swapped the stages back
|We have officially used both of our stage-swap coupons and can never do it again
|BLU now gets 4 minutes and 30 seconds added to the round timer when they capture 2-A (was 4 minutes)
|RED now has a 9 second respawn wave time while defending 2-B (was 10)
+Added a small ammo to the medium health, and small health to the medium ammo on the 2-B backward hold to help it feel less like the entire RED team is sharing a single pickup
|Generally adjusted the health and ammo around 2-B to make the backward hold slightly more difficult for BLU and to make it slightly easier for RED to re-assume the forward hold after losing it
|The internal capture time value of 1-B is now 10 (was 12)
|BLU's respawn wave time when attacking 1-B is now 2 (was 3)
The stage-swapped playtest taught us that Stage 2 actually is suitably difficult for its placement, but the problem is that Stage 1 is so hard that any BLU team who can clear it can usually also clear Stage 2.
So, this version and future versions will look at slowly but surely reducing the difficulty of Stage 1 until we have a balanced final product.
+Added a new set of doors that block off the entrances to RED's first spawn for stage 2 after 2-A is capped
This should hopefully help BLU not get lost in this area, which was a very pervasive problem before