A5 update - Completely rebuilt the connect between B and C to create a smoother and more understandable flow for both teams:
Alpha 5.0 Changes
Layout
Added a connecting tunnel from the main room of C to a new room just outside of B
Added connecting room between B and C which replaced the Upper/Mid rooms after B
Increased B's area of conflict
Removed the awkward ramp that went to a lower level of C
Moved all of C up at least one floor so there isn't as much of a height difference from B to C
Blocked off that little room just outside of BLU spawn
Rebuilt C point and gave cappers / defenders a bit of cover when inside of it.
Gameplay
Added a bunch new pickups around certain area of C
General
Clipped a bunch of stuff
Added a door in BLU spawn to prevent taking too much damage from snipers
Added more signage
Fixed RED being able to enter BLU spawn
Fixed all visualisers
Neatened up the stairs in RED spawn
Known Issues
in alpha 6 i'm going to potentially rebuild the lower path to A. I wanted to do it for this update but felt a little burnt out (would also like to playtest it a little more)
A4 update - Completely rebuilt A along with the "pre A section for BLU" and updated a bunch of minor changes based on feedback
Alpha 4.0 Changes Layout
BLU spawn rebuilt to include setup area
Pre A point area built, BLU should take longer getting to the point and should have a harder time reaching it
A point made larger - raised roof and rebuilt surrounding geometry so as to feel less cramped
Moved RED forward spawn around the corner giving RED longer to A and fixing a horrid sightline
Added ramps out of the pit at B
Opened up area after tunnel to guide players from A to B easier
Setup displacements around A
Red Team Back spawns now face direction they need to head
Gameplay
Increase all cap times by 12 seconds (up from 5 seconds)
Capping points now grants 3 minutes extra (up from 1:30 minutes)
Added a bunch new pickups around certain area of A
Added Forward spawn for BLU at B that becomes active for Point C
General
Clipped door frames
Oranges Crates that were causing issues have been replaced with clipped Barrels
Added more signage
Added more lighting
Changed skybox (currently placeholder)
Gave the Env_lighting a green/blue tint to give appearance of underwater
Known Issues
C still lacks something of a "front line" for defenders. Will look into rebuilding bits of C when i have more feedback from playtests
Skybox is wrong - it's currently a placeholder for the custom one i would like to add
Parts of the map are still a little dark
Still getting console errors regarding the forward spawn (they still work however)
Respawn times haven't been changed despite feedback - want to test out the new capping time first
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