cp_cardinal_a2
Changes slated for a3:
• Changing forward spawn on 2nd to not be immediately under dropdown (thanks Citric)
• Various larger layout edits based off of higher-level testing
Changes released in a2:
• reduced size of sun to prevent blinding (thanks Zoma, Benroads, Gaz)
• made small jutting building next to second more obvious that it can't be jumped on (thanks Camper)
• Clipped left side (def. persp.) of last's barbed wire better (thanks Benroads)
• Blockbulleted and properly clipped various barricades across the map so you can't get stuck on their feet (thanks Benroads)
• Clipped door with wooden plank on top better (thanks Benroads)
• Clipped dragonteeth barriers better (thanks Benroads)
• Various barbed wires that weren't nonsolid were made nonsolid (thanks degu, Benroads)
• Attempted to fix certain displacements letting stickies through (thanks UstinDoppelQuinn, fahrenheit, Smyther)
• Removed weird oil under 2nd (thanks various people)
• Made shutter door frame nonsolid (thanks Googler, degu)
• Attempted to fix blue shutter door, weird bug (thanks Snape)
• Made last and lobby brighter (thanks Smyther)
• Raised captime for last to 2.4 from 2
• Changed spawnwaves to punish teamwipes slightly more (thanks Snape)
• Blockbulleted the picket fence next to fountain in second yard
• Added patches to health and ammo across the map
• Clipped tank a lot better (thanks Smyther, Benroads)
• Moved tank outwards and left slightly
• Marked where you must stand for the large shutter door to open
• Shortened fence around mid and clipped the outside so parts are walkable instead of jumpable (thanks Ynders)
• Changed explosive barrel models to standard oil barrel models