Alpha 10:

A9 seemed to be fun to play, so I've just fixed up a few things and adjusted some other things based on suggestions.

Changes:
- Added some windows to the back of the high ground.
- Tweaked respawn times slightly
- Added patch I missed
Alpha 9:

Alpha 8's drop down was... not the best idea. So that's gone. I also reworked the high ground, hopefully removing the ability for defenders to use the enemy's high-ground against them. I also changed the pickups again, hopefully I did it right this time.

Changes:
- Removed drop down
- Reworked high ground
- Moved around pickups
Alpha 8:

While alpha 7 went well and returned some of the balance, I've begun to realize that my map doesn't have much that's unique about it. The one thing that made my map unique was that really dumb flank, which was too easily abused by the defending team. So I made a drop-down in the same spot. Looks terrible but whatever. If this plays well I think I'm gonna push this into beta soon, as I don't there's much else I can fix up.

Changes:
- Added drop-down
Alpha 7:

Alpha 6 went over alright, however the map seems to have lost it's back and forth that the old versions had. I've changed a couple things that I hope will restore the balance, along with a few bug fixes.

Changes:
- Fixed a couple sightlines
- Changed pickups a little bit
- Added the one way glass back
- Fixed bug where you could build in spawn doors
- Fixed bug where you could build in the window on the high ground
- Lowered cap time slightly
Alpha 6:

So I seem to have gone a little overboard with pickups in A5. So I've reverted those changes entirely. The other problem came from the flank. I'm not sure as to why this wasn't a problem up until now but it turns out a flank into the enemies high ground isn't the best idea. Go figure. I have no idea where to put another flank, or whether a flank is even necessary at this point. So this version will go without one.

Changes:
- Reverted changes from a5
- Removed flank into high ground
Alpha 5:

Alpha 4 went down pretty well, and most people seem to enjoy how the map plays, aside from pickup placements. This has been a constant issue throughout this map's development. So that's what this update is about. Nothing else, just pickups.

Changes:
- Changed pickups again again
- That's it

Screenshots:

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Alpha 4:

Most of the changes in this update are relatively minor. I'm not entirely sure what to change in this map to improve it past shifting cover or health and ammo. I suppose that's what testing is for.

Changes:
- Removed the titular dead spaces in the map
- Changed around health and ammo again
- Blocked a sight line or two
- Removed one way glass near mid
- Redid spawn areas
- Slightly shortened map to line up with other koth maps
(this took me like 6 attempts)
- Removed clipping from doorways

Screenshots:

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Alpha 3:

This version has a bunch of smaller changes to rectify some of the problems a2 caused. Hopefully this version will restore the back and forth a1 had.

Changes:
- Changed around health and ammo
- Change around cover in middle
- Generally removed cover
- Changed snipers nest again
- Remade the lower right entrance to mid
- Lowered cap time

Screenshots:

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Alpha 2:

This version took a little longer to make than I expected, some of the new things I added might cause new problems, but hey that's what testing is for.

Changes:
- Added more health and ammo
- Added flank up into snipers nest
- Simplified the snipers nest
- Change around middle
- Added windows to the walls in mid
- Extended high ground near point
- Extended door triggers

Screenshots:
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- Removed stray spawnpoint