rearranged spawns inside of red's last spawn to be more normal/centered
added respawnroomvisualizers to blu forward spawn that were missing since a1 (oops)
unsloped the weird slope thing at the first area high ground and raised the height of the doorframe to prevent headbonks
restructured parts of the new B -- now there's a bridge thing as a centerpiece with a lower area with staircases -- also opened up path from right side red spawn to B cap and turned other side of red spawn to a dropdown exit
added a staircase to near the main defender entrance to A that links up to the high ground with full ammo
moved full ammo at A to a more visible spot
resized attacker quick-flank at A to take up less space and give defenders more room on their ground over there (this also opens up a bigger sightline than i am typically comfortable with so we'll see what happens)
smallified fence prop on the high ground right outside the cave's exit
implemented new logic because the logic i originally used did not work with rollback zones for some reason i could not figure out -- hopefully nothing is broken
fixed red's last spawns not being disabled for A (though I don't think anyone actually ever spawned there during the test)
rearranged spawns in red's forward to aim half at the 45 degree door and half at the straight door
Likely one of the last major layout updates before the contest deadline due to time constraints. Map will be passed to my partner for a detail pass soon.
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