burgeonois

burgeonois b1a

-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
- Simplified geometry in certain parts
- Removed some barriers
-redesigned A to be more fun to attack as the BLU team (hopefully)
-cap time for A is now 30 seconds while B is now 15 seconds
-other layout changes
-experimented with B's layout to make it feel less of a mosh pit, providing cover for the attacking team
-raised the cap timer for B
-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.
-fixed multiple brush oversights
-rolled back the change to RED's spawntimer after A is capped
-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
-minor layout changes (entirely within point B)
-lowered the cap time of point B
-added a mini health kit at the end of the left tunnel in B