• New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.
This is an idea I've had for a bit, and I finally decided to try it out.

-Added a ramp in the big room which connects the big room to the smaller room under the B balcony.

It's a small patch note, but it should make a big difference in the map's gameplay.
oh yeah

-Increased the setup time but 5 seconds.

-Updated the lighting to have better shadows on props.
-Fixed a gap in the ceiling of the RED spawn.

-Rotated the small crate outside of RED spawn.
-The scaffolding in the crate stack now has 4 legs instead of just 2.

-Added back a missing decal.
-Lowered BLU respawn times after A is captured.

-Fully compiled the map, as the previous version was not compiled with the full compile option.
-yeah skybox and sun are different everything else is the same though
Here are the changes:

-Swapped the small crate stack by the big crate to the other side to give BLU access to the high ground.

-Added fencing under B.

-Fixed bots getting stuck under the staircases.
Anyways:

-Made the area under the big room platform into a room to reduce sentry spots and encourage use of both sides of the B area when attacking the point.

-Updated the look of the wooden planks between the big door room platform and the area beside the main path to B so that I could put paint under it.
I don't have anything clever to say this time, it's just a regular update.

-Changed the box stack by A to look a bit more natural.

-Changed the staircase to the B raised position back to how it was before a5.1, since the recent spawnroom update limits sniper sightlines on it's own.
little patch notes(!!!!!)

tiny changes(!!!!!)

-Shrunk the size of A (again).

-Adjusted a few brushes.