|blocked off this doorway until cp1 is capped
1677101858143.png

|added more height variation around the first area
1677101896360.png

|redesigned cp1
1677101961502.png

|increased the time awarded by capping cp1 by 30 seconds, from 4:00 -> 4:30, I will update Stage 1's first point to add 5:30 minutes like it originally was. This is to standardize with other multistage maps in the game
|shortened the length of the cart track slightly
|changed size and placement of health and ammo
|geo changes around last
|displacement fixes
|texture fixes
|detailing changes

+added a one-way door in the cave house
|redesigned last, changed the flanks which may or may not suck to fight against, we will see, might revert if bad
|adjusted pickup size and placement around first, if first still is hard to hold I have ideas for a3
|increased the time added by capping cp1 by 30 seconds up from 3:30 -> 4:40
|mercenaries now no longer refer to the payload as a bomb (not family friendly)
|Fixed the checkpoint logic triggering again when the cart receded back to it
|Visual fixes
|Clipping
|Visual fixes
|Minor logic fixes
|Fixed spectator soundscapes not playing
|Mayor Balloonicorn now doesn't go on strike when entering the play area on a specific path he takes
|This is the first version of Stage 2
|First area by @Another Bad Pun
|detailing changes
|reduced the amount of time rewarded to BLU after capping cp1, it is now 4:00 instead of 5:30 minutes
|increased the size of one of the ammo boxes on last
|made one of the routes for the Ballonicorn go slightly further into RED territory
|detailing changes to use new assets
|brighten up some areas
|optimizations
|the administrator no longer refers to the payload cart as a bomb (not family friendly)
|changed some cover around
|this hut now has windows

1673140643848.png
|reverted the change made that made this dropdown one-way, back to a two-way
|made jumping up from the main choke to the poptart health and ammo pickups by cp1 more consistent
|increased the ammo on cp2

+added a new hut with one of BLU's routes that may or may not suck, we will see
+added more doors that block BLU before cp1 is capped

+added new cart transition thingy

1672954920199.png

1672955141568.png

1672955127684.png
+added a set of doors that blocks off one of BLU's flank routes until cp1 is captured, this should in theory force any BLU players pushing forwards after wiping RED off of cp1 to be funneled into the main choke where RED players are more likely to see them and deal with them
1672434168614.png

+attempted to add an engineer spot on cp2 with some copium ammo to draw attention to it

1672434227830.png

|visual fixes
|some lightmap optimization
|updated the menu photos

|lowered the volume of the twinkling in the soundscapes to hopefully stop sending subliminal messages
|clipping improvements
|fixed players being able to exist inside a brush on top of red spawn
|reverted the change that made one of BLU's drop downs a two way
1672357479158.png

|extended balcony by one of BLU's drop downs

1672357488416.png

|detailing changes and improvements
|clipping improvements
|widened the building flank on cp2