Watercourse

Watercourse b8d

- Minor geometry adjustments.
- Added patches under the health kits that disappear after A is capped.
- Improved the lighting.
- Added a custom pipe prop.
- Made railings less awkward to jump up onto.
- Completely overhauled point B to give attackers more interesting options while hopefully making it more defendable.
- Cut some unneeded space at the B forward hold to make the layout more concise.
- Added cover to red team's rotation on the left flank at A.
- Changed the right flank at A to encourage more combat in the central area.
- Changed the left flank at the A forward hold to make pathing a bit nicer.
- Adjusted some props to give Scout some new routes.
- Adjusted respawn times.
- Changed some pickups.
Minor adjustments to geometry.
Adjusted right hold position at point B forward hold to make it a bit more defensible.
Added alcove on right side of point B to make point a bit more open.
Made river translucent so stickybombs cannot be hidden it anymore.
Added vscript to make water always extinguish burning players regardless of depth.
Increased capture time of point B.
Minor clipping fixes.
Made stickybombs flow downstream.
Experimenting with making stickybombs float in the water.
Minor fixes and adjustments.
Overhauled point B forward hold to encourage red team to hold it and/or retake it.
Weakened a chokepoint at B to discourage holding it.
Added patch overlays beneath pickups.
Shortened cap time for B.
Slightly increased red team's respawn time.
Changed sunlight angle to highlight important landmarks better.
Shortened red team's respawn time at B.
Adjusted routes at B forward hold to make it easier for red team to retake and harder for blue team to bypass.
Edited the left flank at B to make spawncamping more difficult.