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Darkwater a7

============1st Point============
  • Blu spawn pushed back
  • Entire new area between Blu spawn and 1st point to ease in defending
  • Hut added to cliff highground to block LoS


============2nd Point============
- New highground added for attackers outside main
============1st Point============

Changed Blu forward spawn to be less campable and also just generally look nicer.
Removed Red forward spawn entirely and pushed the spawn back to the old 2nd spawn.
Editted the geometry around the 1st -> 2nd point house to block the sniper sightline.

============2nd Point===========

Minor tweaks to clipping and geometry to avoid any unintended glitches or issues.
===========1st Point==========
Added a LoS blocking prop to stop sniper sightline from 1st to 2nd.
Tweaked collision on props.


===========2nd Point=========
Added hazard stripes to mark capzone.
Changed attackers one way door into a two way door.
Fixed clipping to stop out of bounds exploits.
Changed lower inside path small health for medium.
Fixed broken logic for forward spawns.
=========== 1st Point ===========
Replaced Blu spawn doors with setup gates that can be seen through
Replaced tunnel on cliff with a building to fight over to give defenders more cover while defending point
Added roof to outside "garage" area that used to have the truck
Removed truck
Made new garage roof unbuildable but can be walked on

=========== 2nd Point ===========
Added in small bits of highground in the outside area
Changed drop down to be even lower ground with less cover and protection
Changed attacker balcony to be a one way door, and forcing them to drop down in one specific area
Changed point to no longer be a bridge but now a sort of spire
Cap zone now extends to ground to promote two layers of fighting
Added new highground for defenders with max ammo kit to promote a more centralised hold
Added a medium health and ammo kit near point on low ground in a small alcove to promote pushing

=========== General ===========
Shortened respawn timers considerably
Fixed the forward spawns to work
Moved the red spawn on 2nd to be a bit closer to point
Minor tweaks to spawn locations across the board to better diversify path selection