|Visual changes and additions
|fixed unintended sniper sightline
|fixed some railing not having collision
|nerfed a perchpoint
|detailing changes and additions
|pickup size adjustments
|minor visual fixes
|blocked off this doorway until cp1 is capped
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|added more height variation around the first area
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|redesigned cp1
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|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

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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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