CP karsch

CP karsch A4

This update brings:
*Remade connector structure between BLU spawn and 1st
-*Added a wide main path, instead of the corridor maze
-* Some minor changes with it that I can't explain, most connect with the new main path
*Remade 1st - now not a structure on the platform, but a platform flush with the ground
*Extended open ground before 1st
*Clipped some stairs better
*Reduced the size of BLU's first spawn's spawndoors to stop constant spam
*Added small steps aside the BLU spawn area's platforms so you don't need to jump
*Added a new side path on last - a dropdown to beside the point for BLU
*Removed huge, clunky wall at last, area now feels more open
*Made platform at 1st slightly larger
*Added a 2nd exit for RED onto the point
*Added a barricade cover over RED's main spawn exit to stop sightlines and such blocking them in

*Changed the gamemode to A/D CP, from A/D CTF
And probably some other stuff I've forgotten

Huge thanks to Idolon, Phi and everyone else who's tested it so far

Screenshots will come later, once I'm happy with the general layout
This update brings:
*Added a healing + ammo regeneration effect around the flag to give importance to holding it and sticking near the flag holder
*Added a push trigger atop the fence barricade near Blu's first spawn
*Clipped fences outside Blu's first spawn correctly
*Added signs indicating intel near the cap points, to hopefully remind people they need the flag to cap
*Increased cap time of A to 8 seconds
*Pushed back B and gave a bit more space around the large barricade-like structure
*Widened said structure a bit
*Added a medium pickup set and 3rd barricade next to last
*Widened side route next to last, as well as made upper gantry accessible from side bridge.
*Added a medium health and small ammo in said side route
*Moved around side route things so more interesting to play on, and now not just a straight awful corridor
*Rotated a door just out of Blu's first spawn to stop a large sightline
*(Hopefully) fixed a spawn door sticking issue on last
*Widened rightmost indented area next to last
*Added some lights underneath the main gantry in the structure to clear up some shadows
*And probably some more stuff that I've forgotten

As always, all and any feedback and criticism is greatly appreciated!
This update brings:
*Remade last
*Added a little more travel time to last from 1st
*Fixed some broken logic regarding:
  • BLU's forward spawn door
  • Being able to cap on last without the flag
*Moved RED's first spawn back
*Added a structure around the point on 1st
*Added some health and ammo around last and first
*Edited cover slightly around first
*Fixed missing visualiser on a BLU spawn
*Added slowly opening doors on 1st's cap to give RED some time to defend
*Added teleporting triggers so RED doesn't get stuck in spawn 1
*Clipped all stairs
*Fixed a sightline near BLU's first spawn
*Moved RED's first spawn backwards so they don't go right on the point
*Added a sign or two in front of RED's first point so the single exit is obvious
*Fixed one or two minor issues
*Probably some other stuff that I just forgot

**notes**
Screenshots will be updated when I can be bothered
First is subject to being remade because I don't know if I'm happy with it at all

As always, all and any feedback is greatly appreciated!