A humble European town and a not-so-humble tank
testing testing gotta be quick tho!!!!!!!!!!!!!!!
stage 3 testing
Added balcony area at last
Boost pad in back area to balcony
Replaced dumb boxes to flank with coal pile
Blocked off route in first area
Added a wall in mid
Added a tank near RED spawn
Slightly modified routes around last
Added flank to last(?)
Underground flank is now one-way
Moved CP 1 above second slope
Modified RED spawn
Reverted cannonwall area
Disconnected flank hallway at last, BLU has to actually take a risk to flank
Removed a flank room
Added connector from stair prop to balcony near demolished building
Added various crates to block sightlines
Added windowed walls around mid to block sightlines
Added shutter door at the end of mid to block sightlines
Added shutter door near conveyor to block sightlines
Slowed down conveyor to a crawl, you really need to be dumb to die now
Added crates near RED...
Demolished some walls
Demolished an entire building's wall
Changed cart path around cannonwall, goes around crates that block sightlines
Blocked sightlines in various locations
Added wall to angled floor near RED first door
Added staircase to sniper nest
Expanded hallways into rooms
Added window to hallway near demolished building
Added rollback zone before first cap, and last cap.
Moved first cap to after slope.
Added temporary overlays to visualizers...
Removed underground flank at last
Added side flank at last with multiple routes to and from flank
Smoothed out geometry in several locations
Widened up a lot of areas, removed certain walls
Removed baby bridge in mid
Several quality of life changes
Moved first capture point
Completely changed last area
Added BLU forward spawn
Changed health and ammo sizes and locations
Easier to get full health kit on jape conveyor
Added placeholder company overlays to help get a sense of location
Moved first point to above first slope
Added spectator cameras
Ramps near cannonwall are less cramped
Tank still weird when standing on top of
Tank still does not shoot hamburgers.
Added sightline avoidance route near first point
Added shutter door to block sightline after first point
Moved exit of rightmost red spawn to be a dropdown near the final point
Disconnected leftmost red spawn from lobby
Moved healthkit at first point to be on the highground, turned into a medium healthkit
Slowed down jape conveyor, moved back full healthkit
Fixed rollback and rollforward zones
Added rollforward zone to the choke slope after first point.
Separate names with a comma.