Cannery

Cannery b11c

Displacements, spawner height advantage. Point is more open, the rest is more tight.
chop chop there goes the sightlines
Some barriers removed at mid because they restricted visibility a fuck ton
bridge roof is higher because haha rollouts
More ammo at mid (medium pack behind point)
lowered the really tall rooves with the small ammo on them a bit
HDR lighting (oooo)
Curved walls (aaaaah)
better map
Map looks a bit nicer now, due to improvements to not only the lighting but also visual cues that let you know what is and isnt gameplay space. There's also a lot of cool buildings outside of the spawns and I'm looking forward to seeing what people want more of, decoration wise. Displacements maybe coming soon!
The little window entrance at mid is massive now, fully integrating the big side room as a welcome member of the Cannery flank family. It's actually even bigger than the "main" entrance! Of course, I've also ensured there are some awesome new jumps you can do with the room, some of which can get you some crazy speed and height as you'd expect from Cannery.

Various health packs have been upgraded and some new ones placed, to increase effectiveness without need for a medic (Which was basically a winning factor beforehand). Some sightlines have been removed.

Base speed classes (Pyro, Sniper, Engineer) cannot jump onto the rooves at mid anymore unassisted. However, powerjack pyros, medics, GRU heavies and spies can all get up there by themselves. Engineers can also get up with buildings.

The point can now be captured whilst standing on each piece of high ground at mid, albeit with a very small window. This lets you cap without sacrificing your high ground, at the cost of being stationary and prone to falling off.

I'd like to note that I really do care about the jumps on this map. Pretty much everything I do on this map revolves around offering as much mobility to the cast as I can, and I want you guys to really feel the power of reaching new limits on every class in the game.
awkward growth spurt part 2
map is uge now
> new room near lobby to break up the tunnel a bit more
> u can do all the same stuff as last time but there actually more
> point cap reaches a bit higher so you still cap whilst you're jumping
> theres rock005s to block sightlines

sorry if its a bit flat but im not adding displacements this version because i need to test the scale
> Screenshots have finally been updated to show the new midpoint
> Capture Area has been expanded
> Spawns have been moved backwards by 192 Hu to give teams a bit more breathing room around spawn, and to help Soldiers/Demos to nail their rollout.
> The sniper tunnel has been cut off from a direct spawn entrance. Now players must enter and exit through the Lobby area or mid. However, there is a window that allows players exiting spawn to see a snippet of the midpoint through the tunnel.
> Most steps have been replaced by ramps, with the exception of the bridge. The reason I want the bridges to be slightly difficult to access as normal classes is mainly because I want to penalise snipers and engineers looking for a silly spot to stand.
> Some small walls have been removed or shortened to allow some more cool jumps
> Rooves have been colour coded, so no more mixing up spawns!
timer now actually starts
i forgot to make it koth