burgeonois

burgeonois b1a

-More detailing has been added map wide, most notably in interior areas and in the outdoors.
-More foliage has been added to the outdoors region
-Minor optimization updates
-reverted all layout changes made in a20
-fixed most if all displacement blending / sewing issues
-details galore
-areaportals galore + other optimizations
-added a 3d skybox
-everything is now textured properly
-repacked to reduce filesize dramatically

It seems like the quirks in how this map plays (Holding point on B is not an option versus pushing back) are impossible to fix unless an entirely new map was made. So this is the final update (for now).
-modified b's layout dramatically to make it more easy to hold and more risky to push from the red team's perspective
-fixed clipping issues
-reduced starting timer by 30 seconds
-added the amount of time capturing a provides by 30 seconds
-reduced blu's respawn time when capturing a
-updated layout stuff, hopefully decimating some nasty sightlines / mini mazes
-edited respawn times for the red team to aid in defending a
-Modified A heavily based off of feedback
-Edited respawn wave times for both teams
-More minor detailing
-Started implementing areaportals
-increased red respawn wave time
-b respawn wave time for red is now increased
-opened up corriders / chokepoints
-started experimentation with displacements
-made some minor layout changes to a to make it a bit more defendable
-widened up some areas on b
-red team respawn time is now consistent across both points, and is now increased when defending a
-other pickup modifications
-the change in blue's starting position + the change in pickup value / locations made the map more sided towards the attacking team so to change this, blue's position has been moved a bit back and their respawn wave time has increased across the board, health pack values have been further tinkered with
-a layout slightly modified to give defensive players an idea on how to defend
-made the starting lobby for b point more interesting
-increased a cap time to 25 from 24
-decreased the steepness of some ramps
-redid cubemaps so there will be less errors on reflective surfaces like the tiles in both teams spawns
-optimized the skybox
-fixed model issues
-more experimentation with details
-more visual experimentation
-changed position / value of pickups
-moved forward the area where blue team initially spawns