Minor update this time, mostly just some quality-of-life fixes, no major overhauls to any area or logic.

Changelog:
  • Added some flatcars to the train to give defenders a chance to retaliate if attacks choose to wait for the train when attacking A
  • Made the trains less common. Again.
  • Added some more health and ammo kits in the connectors
  • Minor visual improvements
Known bugs:
  • Spawn teleporters to remove people from a spawnroom when the other team captures the associated point are still sometimes non-functional. I have yet to diagnose what is actually causing this bug.
Changelog:

  • A
    • Made the train faster (512hu/s to 768 hu/s). This should make waiting for the train to pass more bearable, as it's in the way for less time now.
    • Train intervals increased by ~4 seconds to compensate
  • B
    • No major changes
  • C
    • Completely redesigned C, in response to the unanimous player feedback that it felt like an A/D point, instead of a domination point. I will be saving the old C should I ever want to make an A/D map.
    • The core idea of the bridge over the ravine has remained, though the point is now *on* the bridge. This makes it closer to the the other points, evening out the distance between each cap area. Putting the cap on the bridge has also made access to the point the same for attackers and defenders. The goal here is to see more action on the point, rather than in the approach to the point.
    • The new C is also much smaller, roughly the same size as the B area, which worked well. This means now that A is noticeably larger than the other points, but it remains to be seen if A should be shrunken down to match.
First update! I haven't done any big overhauls due to limited testing, but I've made some minor changes to make upcoming tests more fluid, so that they can give the best feedback possible.

Changelog:
  • Reworked spawns at B and C to be farther from their respective points. The aim is to match the design of A, so that the distance between points and spawns in consistent across the map. This will also help balance the midfights, since on a1, a team spawning at A had a major disadvantage since they were farther from the other points.
  • Reworked respawn time logic. Instead of always being 4-8 seconds, now the team with two points as a longer respawn to encourage back-and-forth play.
  • Capping a point no longer resets the timer to 6 minutes, but just adds one minute to prevent games from dragging on.
  • Slightly tweaked geometry at A and C to make the playspace smaller, to better match the scale of B, which seemed to be the most balanced.
  • Fixed HDR, I think. Probably.
  • Made the train less common.