cp_edgy_steampunk_fursona

cp_edgy_steampunk_fursona A4

Last version played a lot better than I thought I would so not to many changes happened
However one thing that is apparent is that ill probably have to redo the routing between blu airship and A (considering its just 1 main route with 3 one way routes)
Im leaving it (mostly) as is until next version so I can get more feedback on said routing

- Can now stand on the roof of the orange shack at the curved bridge
- Put a nobuild on the orange shack
- Blu engineers can no longer build on the red airship
- Removed one of the shudders at B
- Moved the small health and med ammo that was at that shutter down the hall
- Added a drop down to the lower curved bridge on the B side
- Added a small ammo at B for defending engineers
- Clipped off a part of a fence at b
- Added a cover one of the spawn exits at B to make it less abusable from snipers staying in spawn
- Swapped the colors in one of blus forward spawns to make it more visually distinct when moving thru the 2 with teleporters (You could already tell them apart before but this is here to make it easier at a glance)
- Can no longer stand in the death pit at the curved bridge
- Can no longer stand on the cranes
- Replaced the hard to see transparent textures with easier to see textures
- Added a nobuild on the platform above A
- Cut off the path above the A point (that path was there to see how it would effect blu players flow so now im seeing how it will flow without it)

20220417164826_1.jpg20220417164853_1.jpg20220417164908_1.jpg20220417165053_1.jpg20220417165104_1.jpg20220417165112_1.jpg20220417165137_1.jpg20220417165219_1.jpg20220417165223_1.jpg20220417165255_1.jpg20220417165351_1.jpg20220417165359_1.jpg20220417165410_1.jpg20220417165423_1.jpg
Thanks to @SuperLuxDeluxe for explaining to me how the value I put into the respawn time effects the range of the respawn wave timer

- Changed the respawn Values
At round start
blu 7 -> 3
red 12 -> 6
After A is capped
red 13 -> 7
- Swapped the entrances of the flank and under ground route at B
- The high ground flank at B is no longer high ground
- The small health and medium ammo that was on the high ground flank have been removed
- Blocked off a part of the blu airship that allowed red player to hide/camp (there is still a small section to help out spies)
- Added a second cap model at B so you cant see thru the first one
- Replaced the hazard tape at B with the platform to show cap size
- The doors on blus forward spawn now have blu filters
- Clipped of the top of a building by the curved bridge
- Added a piece of cover by the fence at B to give defenders less visibility of attackers
- Added an additional cover between blu airship and A to help with sniper sightlines while not making the area cramped
- Moved the shutter at A forward to be inline with the balcony
- Added a 90 turn to the balcony to help attackers
- Added an additional small ammo by the shutter at A
- Added a small health by the fountain
- Added a new route between blu airship and A (contains a med health and med ammo)
- Added a medium health for defenders by the A shutter
- Redesigned A
- Split blus forward spawn and added teleports between them (ill probably remove this next version, I just wanted to see how adding the second spawn would affect the flow of blu players and what path they'll choose at the curved bridge)

20220413190908_1.jpg20220413190914_1.jpg20220413191845_1.jpg20220413191854_1.jpg20220413191903_1.jpg20220413191935_1.jpg20220413191941_1.jpg20220413191948_1.jpg20220413192003_1.jpg20220413192014_1.jpg20220413192058_1.jpg20220413192103_1.jpg20220413192115_1.jpg20220413192125_1.jpg20220413192131_1.jpg20220413192139_1.jpg
So I forgor to change the respawn times on the first version from the default (which i believe is 10) which ended up giving blu 20+ respawn times, so most of the changes are not major due to that. Next version should have a Redesigned A and reworked paths to B

- Changed the respawn values
At round start
blu: default value -> 7
red: default value -> 12
After A is capped
blu: default value -> 5
red: default value -> 13
- Red is forced respawned when A is capped
- Moved around the cover leading to A and the cover around A
- Clipped off a couple of rooves that should have been inaccessible
- Added a railing at blu airships lower exit (you can still get air blasted off, I just cant happen when you take one step outside)
- Moved one of the entrances of B's side route close to the curved bridge
- The 2 small ammo behind the shutter at A have been replaced with a medium ammo
- Added a nobuild on top a couple of props
- Added addition cover at A shudder to make it less abusable by snipers
- Flipped the cover on the fountain and added a small platform to make it easier to trimp off of (The cover originally wasn't meant for trimping but I saw a demo use it and im all for it)
- Added a small health by the med ammo at A for defenders
- Added a small platform alongside the hazard tape at B to make the cap area size more visible
- Moved the 2nd shudder and flank exit at B
- Added a piece of cover in the balcony overlooking a to reduce the visibility that defenders have of it
- Added additional blu arrows pointing towards the curved bridge
- Added additional blu arrows in the side/flank route
- Added another small health in B flank route
- Can no longer jump of the staircase on the B flank