Update A10. I had a bit of a break so I'm trying to remember what I was doing for this project, not many changes here.
Made back outdoor area behind final cap smaller to reflect its role as a flank
Some bug fixes
Main doorway into final has been shifted, removed some cover to reduce crazy sightlines
Main indoor route to mid has been moved to make less space between road and indoor route. Should make it easier to shutdown flanks and rotate between the two. Should hopefully focus the fighting a little more
Removed some cover for better visibility for pickups
Added buoys to show where the out of bounds area for water is
Higher ridgeline to make mid more interesting and dynamic to fight over. Designed to create a dynamic where you either control the high ground, or cap mid
Less water
Watervents are gone, designed to be more involved in the central arena.
New path towards the back in the high ground.
Third Lane
Connects to bunker road and yard.
Designed to be a high road for attackers in mid and yard
Room into yard has been changed to be less parallel to bunker road. Is now the fastest route to mid from spawn.
Changes to Yard:
Has a gentle slope upwards for attackers to fight up to mix things up a little.
High ground vantage points for attackers to balance this out.
Some changes to backyard in the transition to final arena to make up for higher ascent.
Changes to final arena:
More high ground for attackers
Larger lower area
Spawndoors moved up a bit to stop camping
Spawnroom is a bit larger to make use of the new windows.
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