Creakyoak

Creakyoak a4

  • messed around with the respawn times to allow for less of a roll / spawncampy game
  • gave blue some more highground out of spawn
  • made the route for blue unlocked after B is capped a dropdown to give them more of a foothold to approach C
  • added a force teleport to red's forward
  • other tid-bits
  • increased the cap time on A and B
  • shrunk some of the larger, emptier spaces on the map
  • shrunk C and nerfed the window route to try and allow red to have a solid defense
  • manually clipped the C boat to allow sentries to be placed on it and to alleviate some bad collisions.
  • moved some health kits and ammo around
  • added signs for both blu and red to better guide players to the point
  • added an extra route that opens after B is capped to give blu team more approaches and also make it so that players who take the log route after leaving the forward spawn have a direct route to take.
  • added a new point to the opening lobby area, which makes the scale of the map make a lot more sense
  • tweaked the opening lobby area and accompanying house to better support a control point
  • added a forward spawn for red to allow them to properly set-up on B after A cap
  • fixed the borked forward spawns on B's cap
  • closed up a sightline and high ground on the transition to C
  • merged the pier route with the building next to it to give blu a slightly less oppressive approach and shrink the overall open area
- added nobuilds to the water cause I ain't puttin up with no engie shenanigans