- displacements
- minor detailing
- opened up B flank
- added a medium healthpack at A flank
- more arrows and signs
- changed the high ground dropdown route on A, now goes through a house
- streamlined A a little, moved the high ground dropdown route closer to spawn
- added another route on top of planks and container onto A
- shortened blue respawn wave time on A by 1 second
- changed the containers on B into an actual high ground platform you can contest as both attackers and defenders
- changed the lobby leading up to C, rotating between C and E is now done through a new connector and is easy for both teams
- non-jumper defender classes have a harder time pushing C lobby now, will have to go through a new connector area
- the balcony at D is no longer accessible, attackers will no longer be shot in the back from high ground when pushing D
- optimization
- added crocs
- i forgot to tone down HDR see you in a6a
C to E connector is now a lobby for the attackers. E should become a frontline between defenders sitting at D and attackers coming from the new lobby.
- added anti spawncamp route to A
- added a route that connects from C to E to allow attackers to pressure both of these points at the same time efficiently
- increased respawn time for RED after D is capped
- angled a ramp in the D room
- changed lowground into highground on A
- made things a little smaller around A
- door from RED spawn to A now closes so that players get funneled into B more
- closed the window on B
- connected B choke with B flank with a stairway, rotating between these two is now easier and faster
- the route from C to E is now a bit different, it doesn't give as much space for attackers, hopefully this funnels players into the right area to attack D
- there are now two exits onto E after D is capped
- blocked annoying sightlines
- added an additional flank onto D from A side
- closed down the two thin windows from which defenders could spam E from while standing at a very good defensive position on D
- an additional door that went onto highground on E now closes on C cap, making attackers less likely to be shot in the back when flanking
- adjusted respawn wave times
- added small hp and medium ammo in the house at the docks area flank on B
- spawns now change their angle when capturing points, facing players towards the right points
- added deathpit signs near the water
- increased E cap time from 30 to 35s
- removed/blocked some cover from E so you can't completely hide from hitscan
- made side flank stairs route and C to E connector into a single room, so that blu has another lobby area they can attack E and D from
- added another exit onto B that leads to a balcony above point, also blocked one sightline from spawn
- buffed ammo pickups on A and B
- RED is now forcedrespawned when B is capped due to short walk time to C which was rolled
- nobuild on trees and pipes
- clipping