-1-B has been moved closer to BLU
-This should help make it feel less like BLU has to push through three waves of RED players

-The lobby before the forward hold on 1-B has been significantly reworked in hopes of being more comprehensible and more favourable for BLU, since it now revolves around a single, simple building

-1-A's captime is now 15 seconds (was 12)

-A number of small lighting bugs have been fixed
-Swapped the order of the two stages (again)

-The area before the former 2-A is now more open

-The former 1-A now gives you 6 minutes when captured (was 4)
-BLU now has a new window route when attacking 1-B
-The amount and position of health around 1-B has shifted, hopefully to favour BLU

-There's now a little alcove with a small health kit and ammo pack in the middle of the upper route towards 1-B

-BLU's respawn wave time when attacking 1-B is now 2 seconds (was 3)
-RED's respawn wave time when defending 1-B is now 10 seconds (was 9)

-A few shacks have received a lighting upgrade
-RED's respawn time on 1-A is now 8 seconds (was 6)
-This should help BLU feel less like they're pushing into a regenerating fleshy wall

-There's now a small health kit directly on 1-A which should help BLU live a little longer on or near the point

-There's now a medium health kit to pair with the full ammo pack in one of the lower exits of BLU's first spawn

-The little rock ramp that RED uses to get up to 1-A now has a set of stairs that should allow BLU to use it too without having to march through RED territory

-A new spectator camera has been added to 1-B
-BLU's respawn room doors now actually open once setup time ends
-Whoops
-Stage 1 and Stage 2 have swapped places (just in case you weren't confused enough already)

-The area leading to the former 1-B has been adjusted to advantage BLU slightly more

-The former 1-A now gives BLU 3 minutes when captured (was 2 minutes and 30 seconds)

-The area leading up to the former 2-B has had its cover slightly shifted to hopefully make it more fun to assault

-The two hidden men spotted by @Hellnickell have retreated, and two new hidden men have replaced them - their hiding spots are throwbacks to old hidden-man spots
-2-A's captime is now 32 seconds (was 18)
-30 seconds after setup time ends, the map now starts to wait patiently for BLU to get off 2-A, then stealthily changes the captime to 15 seconds

-The quick route up to the highground from spawn on 1-A is now gone (it was used to bypass RED's forward hold which is no good)
-The angled doorway that used to lead into two other doorways now leads into two other doorways like it used to
-This should help RED prevent BLU from just walking past them and getting onto 1-A for free
-1-A's captime is now 13 seconds (was 9)
-RED now has more health and ammo to defend 1-A with
-It's now harder for BLU to stand in a particular corner to safely get capture progress on 1-A

-The geometry of the big open nature area between 1-A and 1-B has changed, mainly with the intent of making RED feel less safe on the high ground and making it slower for RED to rotate between BLU's entrances
-This should help BLU significantly during the attack on 1-B

-The round timer now actually starts with 5 minutes instead of 4 (I promised this last version but did not deliver)
-The round timer now starts with 5 minutes (was 4)
-1-A now gives 2 minutes and 30 seconds on capture (was 4 minutes)

-The time it takes to capture 2-A is now 18 seconds (was 27)

-BLU may now attack 1-A from a unified, more open courtyard instead of a confined series of tunnels
-This should make it easier for RED to defend and more fun for both teams

-A few potential collision exploits have been fixed

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-The fire sprite is less munted now

-A health pack near the big open area before 1-B has been removed, since BLU never really used it and it made it slightly too easy for RED to keep this open area on lockdown
-The ammo pack in the nearby shack has been upgraded to a medium

-I did a little detailing to the medium health + full ammo shack on 2-A because I didn't want to push out an update that was just bugfixes and health placement

-The two men spotted by @Hellnickell and ITSPICE in the last playtest have retreated and been replaced by two more experienced men who know how to hide in the shadows
-I guess I'm an alien now

-1-A has moved under the lower walkable roof, which should force RED to rotate in order to defend it
-The positions and sizes of health and ammo around 1-A have shifted

-RED now instantly respawns when 1-A is capped (this is how it was always meant to be, but the instant respawn was accidentally set to target BLU instead of RED)

-The captime of 1-A is now 9 seconds (was 12)
-The captime of 1-B is now 9 seconds (was 6)
-The captime of 2-B is now 13 seconds (was 9)

-A few texture alignment issues, and other similar bugs, have been fixed
-This includes a potentially very dangerous exploit where BLU could capture 1-B through a window
-An obsolete route between BLU spawn and 1-A is now closed off

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