cp_extension

cp_extension a6a

-Reduced the amount of staging area between A/B & E
-Changed AD & BE & C to accommodate for this.
-Added 1 way doors between A & D and A & E
-Adjusted the way red team gets to A to defend it
-E now has a roof over it and has many separate locations to approach it closer with cover, allowing the point area itself to be a little more open. The BE connector and CE upper connector are now distinct routes leading into E.
-Adjusted the offensive options going into D to not meetup until the D area, allowing a forward hold there to be flanked.
-C is closer to E, has more cover, and is overall better for red now.
-Adjusted blue spawn to be more intuitive.
-Added a door near red's spawn door into C that will close once C is capped, requiring red team to take a much longer route if heading to E from that direction.
-Connected the spawn areas near D & E again.
-Added a preliminary round of detailing, still a WIP.
Minor update to keep things up to date.
-Moved healthpack in the CE connector closer to C
-Adjusted AD connector
-Main B entrance is now low ground and does not have a sightline into the AB connector. Preliminary design, but the idea is B should not be an easy take without first pressuring E.
-Disconnected the 3 areas next to the spawn doors at red's last to make spawn camping less useful. The routes should generally push blue to pass through E more.
-Made B, C, and D slightly smaller.
-Increased the height of the B point and made the route from the red's B spawn door a little longer to limit retake potential.
-Provided more cover to the attackers as to let them establish a place to attack B from without getting flanked.
-BC door opens slightly slower, AD doors open slightly faster and have been adjusted a bit.
-Added dropdown from C to a pit near E to make up for CD connecter being gone.
-A bit more cover on C
-Removed a couple ramps & a bridge in E room to limit the amount of options and chaos around the point. This and other changes should limit the chaos a bit on E.
-Adjusted the ramp on BE to try to provide a place where blue can hold and push from.
A bit of a water jump possible
Texturing wasn't really usable so it's back to dev textures almost everywhere.
Adjusted the A/B attacker connecter to be an indoor room; made the A/B defender connector to be slightly more "indoors"
Slightly shrunk B high ground area.
-E is completely redesigned with a new reckoner style valley point
-Added more signs and arrows, made it a bit more clear the options you have when walking out of red forward spawn and blue spawn.
-Slightly more clear texturing
-Adjusted spawn times to make sure each point provides an advantage for blue
-Evened out the cap times for A-D to 32 seconds, and increased the E timer from 60 -> 70 seconds (if you have 1 person capping.)
Blue spawn wasn't named correctly, also blocked off sniper sightlines for spawncamping blue players.
Map should flow better with 5 points, has a layout closer to the original cp_steel now.