|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

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|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

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

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|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
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|extended balcony by one of BLU's drop downs

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|detailing changes and improvements
|clipping improvements
|widened the building flank on cp2
|detailing changes to use new assets
|fixed RED some RED spawn points being inside walls
|brighten up some areas
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|detailing changes to make use of new assests
|fixed parts of the cp1 building being visible in certain areas on cp2
|fixed displacement seams
|moved the health and ammo in the cave route by cp2
|lowered the volume of the ambient twinkling in the soundscapes
|nudged door for the full health building over a few units
|nudged cart path by cp2
|made the pit by cp2 slightly easier to exit
|raised cart path up a few units so the cart is no longer clipping with the tracks
|adjusted thickness of some planks to allow Engineers to build teleporters under the platform by the small health next to the choke before cp2
|optimization stuff

-removed deathpit