Huge changes to C point in this one.
After C point has been a wet sandwich I decided an overhaul was needed. C now resides in a building you can see as soon as you enter the smaller canyon. It dominates the space to help Blu see they must go in and take it. Red is given ready access to this building, and has easy access to the third floor where Engies and Spies can hunker down. The ground floor has stairs in the back behind a half-wall to give a way up to track level on floor two. There are packs scattered around to encourage players to go around the map.
A/B point has changed a bit too. There is now a second story to the dinky buildings on the higher level providing better routes and bases to Red and Blu. This should give better opportunities to Red's setup, and Blu's push on B point.
The walkway to D on the far side of the map has been closed off entirely to provide better flow in the map. This will get players to move on from the A/B side after it is captured, but not leave them too far behind and points are taken.
pl_canyon_a6 changelog
Gameplay
- Removed some props from blu to C route to free up the space
- Added new area to C point
- Moved C point inside building and expanded the building
- Created multiple levels within the building
- Incorporated surrounding areas with big C building
- Added roof between wire-crossing to Blu side entrance to allow crossing
- Removed alt route to C point Blu battlements for clarity and flow
- Added second story to tiny shack on A/B
- Created a path between tiny shack and bigger building
- Clipped above tinyshack to nerf higher-height advantages
Bugs
- Removed issue with spammy announcer lines
- Fixed cart rolling forwards on last for no reason