- Reworked the leftmost connector for B
The 'stairs' building immediately before B was always meant to be used as a staging area for BLU, with some utility for RED while they still held A. However more often than not, this area was underutilised by BLU and overutilized by RED on B, as it didn't provide the right kind of advantages. Now the route is a lot more similar to how it was originally in Cactus Canyon, without the highground for RED on A.
- Added an additional point between B and (previously) C
The new C point is shortly after the turntable choke point, and is meant to replace the micro-point that was nearby. This makes it clearer that BLU holds an area, and that things in the map have changed, once captured. BLU also receives their second forward spawn after capturing this point, but I may revert this in future.
- Improved layout in "stage 1" > "stage 2" connector
Now that there is a point after the turntable, the routing through this building needed to be improved to combat RED players potentially trying to forward hold. Generally, it's a lot less open and works as a better staging point for BLU when trying to push through the coal yard (it also had an interior detail pass).
- Changed window in the D flank house to a balcony
The windows in this building proved to be quite frustrating to fight both with and against, as players both in and out of the building felt very exposed from the multiple sightlines the building provided. These windows have now been either removed or blocked, although the one that faced out onto D directly has been turned into a doorframe, with a small exterior platform to shoot down at defenders from (it's also not a bad spot for a defensive sentry).
- Added new route into last from D
The small windowed room with a healthpack next to D has been opened up, and now connects to the staircase leading to the upper platform in the main building. This provides more routing options into D for BLU and makes it less predictable where a push will emerge from. To balance this, the upstairs open window in the main building has been closed.
- Turntable before C turns slower
This turntable tended to not slow BLU down as much as I would have liked, so the speed at which is turns has been lowered to allow RED more time to set up a defence. This is particularly important now that there is a checkpoint soon after it.
- Respawn times adjusted across the board
More or less a test with the new layout changes, I expect the times to change in later updates.
- Adjusted time at which the 'Finale train' enters the map
If BLU happened to roll through last without stopping, they would always have the train hit the cart shortly after reaching the tracks. Sometimes however, this was completely out of RED's control. Their long spawn times, and a decent walk back to point meant they would usually struggle to retake last if BLU had already established their presence, even slightly. Now, the train comes
sooner, so a BLU team doing particularly well will only scrape the payload along the side of the train, and have to wait for the next one to arrive. This gives RED much more time to set up a proper defence and clear BLU out.
- Pickup quantity, quality, and location changes
- Detail improvements
- Lighting improvements
- Optimisation improvements
- Clipping improvements