- clipping
- more fps and fixes to culling issues
- detailing
- clipping and small visual fixes
- redesigned blue spawn
- moved blue spawn closer towards A
- removed cliff route on A
- opened up C defense spots to provide more breathing room and possibly quicker rotatations onto E
- removed water on C to prevent water jumps
- widened the main choke doorway on B
- made the shutter on B more accessible with stairs facing the attackers
- added a couple of fences to protect against environmental damage
- changed the B -> E/D connector by opening it up and making it into more of a lobby like area that blue can use later on in the game to push E/D
- added a path that connects red E side to the red room. This allows defenders to contest red room and attackers to push last through it
- closed A to D route
- widened the doors in the D tight tiles route
- changed door lips at C to give red more visibility into the connector corridor
- added an additional ledge on B for red to defend from
- lowered cap time at B
- added trigger push on top of the trees
- adjusted respawn wave times
- lowered fences at B to signal that you can jump over them better
- detailing
- significantly changed the C point, same ideas, different execution; the point now allows for more creative E attack and defense from both teams
- removed a door that would close off one of the spawn exits for red when D is capped
- increased red respawn wave time on E from 10 to 12 seconds
- reduced cap time of A point from 15 to 12 seconds
- moved a crate on B to create a viable low ground sentry crate spot there
- moved a wooden on E high ground position to the back to make defenders more susceptible to splash damage
- added Emil's detailing

Attachments

  • C3.png
    C3.png
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  • C2.png
    C2.png
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  • C1.png
    C1.png
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- closed window at D, now defenders have to leave safety of D to get cap time off E
- D window now opens after D cap
- performed exorcisms to make them work and added bridge railings that extend after D cap
- slowed the speed at which D door closes after D is capped to give attackers opportunity to go through and capitalize off momentum
- door leading to D from red side is now open before C is capped to allow enigneers to setup there ahead of time
- added more Emil's detailing
- added more textures and small details
- slightly elevated low ground at A by 32 units and low ground at B by 16 units to make being in those areas less of a death zone
- added a barrier to the highground at main entrance to D to make that route more viable
- considering closing the window on D to allow attackers to "edge" the E cap and bait defenders out, but it remains open for this version
- textured and slightly detailed the map
- optimized hot spots on the map, though still a lot more to be done in terms of optimization
- changed sloped roof on A into a building with a ledge to buff that side of A; this change should also make it easier to optimize the map in the future.
- cleaned some useless props
- fixed doors not fully opening
- added more high-ground accessibility for attackers on A
- reworked B flank into something with roughly the same idea, but once captured, should give attackers much more advantage and high ground
- added a tight flank route leading from C side of E into D
- D is now inaccessible for defenders once it is capped
- lots of small tweaks
- clipping