cp_fragment

Past 72hr Jam Entry cp_fragment _a2

-RED now has a 7 second respawn wave time to defend A (was 9)
-RED seemed to only just not get back to A fast enough to have a backward hold after they lost their forward hold. This should help.

-RED now has an 8 second respawn wave time to defend B (was 7)
-B now has a captime of 10 seconds (was 15)

-Added a new room to B
-It doesn't do much but it might let BLU attack RED's backward hold from another angle which is nice I guess
-I feel like I'm gonna regret this change somehow

-Added a new stairway and wood fence on the A forward hold that advise RED engineers where they should build their sentry

-Reverted the change in A1E where BLU would get less time to attack B if they capped A too quickly
-This mechanic works well in Payload where there's 4 easily rollable points, but it's just too punishing in a 2-point A/D map

-Smoothed out the displacements
-Disabled dynamic shadows on all dynamic props
I am investigating why RED keeps squandering the chances I give them.
I think personally RED should stop complaining if they lose a point they were barely even trying to defend, but maybe that's just me.
It's kind of like how you see dustbowl points roll, but only if RED is terrible to the point where you question if they're even trying.

-RED now has a 7 second respawn wave time to defend B (was 9)

-BLU now only gets 60 seconds of round time if they cap A within 120 seconds of the round starting

-Removed a health and ammo pack near BLU spawn
-BLU spawn is now textured blue and has "resupply" signs
-Added windows so RED players on both "lanes" outside BLU spawn can see how BLU can walk right past their so-called "hold"
-These changes should hopefully discourage RED from trying to hold right outside BLU spawn
-Reverted the change where I moved RED's spawn 256 units back from B
-Didn't revert the change where I put a tank in between RED's lower spawn door and the point

-Fought a case of feetshot combat on A

-Incorporated textureshadows
-Added a network of fences at 1-B to make it so that BLU can plausibly go all the way to the point from any route without peeking RED's sniper balcony

-More displacement-smoothing

-Replaced a couple of Half-Life 2 tank props with their TF2 equivalents
-Moved RED spawn 256 units away from B
-Slapped a tank of... something between RED's lowground spawn door and the point to make it harder to spam the point from the safety and comfort of a spawn door and resupply locker
-Lowered the doorway into the RED spawn building so it's harder for sentries to cover the entire B point which should encourage more impromptu teamwork or daredevil engineers dropping down to shotgun the people hiding from their sentries

-Added a small health kit and ammo pack for RED on the A backward hold because their only health and ammo were unsafe to rotate to before

-Made a small effort to smooth out the displacements
-Fixed an unfortunate issue where RED could not win
-Fixed an issue where BLU was able to enter their forward spawn early

-Made the top part of BLU's lobby for B more interesting by adding two large props for players to fight around

-I received this notification earlier and don't know how to feel about it
1659058063168.png