-reduced A cap time to 30 seconds
-modified certain parts of the map to feel a bit more wider and open
-modified B to make it more fair for BLU and reduce sightlines into RED's spawn
-layout changes based off feedback
-added more ammo packs for engineers
-moved red's spawn a bit further away from the control point
-added another route to get through A after it is captured to hopefully prevent it from becoming a meat grinder (as some people have called it)
-reduced cap time on B
-increased A cap time
-Reduced the respawn wave time for RED when A is captured
-drastic layout changes for A that give it less awkward routing
-fixed the control point being a physics
-minor layout changes, mostly pertaining to cover
-opened up the room that Point A resides in
-lowered the cap time for B
-upon capping the first point, RED's respawn wave time increases slightly.
-added a third gate for blue team
-opened up the 3 exits for blue
-pushed back red's spawns / resupply cabinets
-tweaked cap times for both points
-redesigned A to be more fair for blue team
-reduced steepness of various hills
-removed the spam window
-made glass windows more visible / able to be perceived as glass from long distances
-added more resupply cabinets for blue team
-other minor layout changes
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