Changed the opening area of the map some.
Made the one-way door in the building by B open from both sides now
Adjusted respawn times for both Red and Blu
Added some tree props outside of the playable area
Almost completely redid Last
Adjusted some health and ammopacks
Completely overhauled B, adding more height and hopefully making it easier for Engies to be useful
Added new routing into B and the area before C
Added a one-way door into the building overlooking the path towards B
Completely removed the cliff area and replaced it with a new route leading into the area before C
Raised part of Red/Blu’s forward spawn to its original height to compensate for the new layout changes around B
Added an additional forward spawn for both Red and Blu that activate when A is capped
Finally fixed the trigger_teleports in the spawns
Adjusted some health and ammopacks, namely in the new areas and removed the ones on the logs above C
Adjusted the logs above C, now only more mobile classes can make use of them
Removed the cliffside entrance into C, since y’know, the cliff is gone
Added areaportals for minor optimization
Sized down parts of the map, namely: Last and the area surrounding it, the area coming towards B from A, and the opening area

Attempted to fix the issues involving the respawnroom visualizers in Red/Blue’s forward spawn and Red’s final spawn

Extended the time between enabling and disabling for the trigger_teleport in Red’s forward spawn
Removed the rollback zone left over from the previous version
Applied NoDraw to any unseen textures to boost performance
Added props to various places to fill out empty space and provide some better path rotation
Partially revamped the opening area
Partially revamped the area around B, namely Red/Blue’s forward spawn and the surrounding area
Removed the long and windy cart path between B and C in favour of a more direct and shorter path
Moved the C building/Red’s final spawn back and added an extra room to compensate for the new cart path
The cart path in said new room is a small split path!
Adjusted C by adding some more props for cover and a new path into last for both attackers and Red
Added health and ammo pickups and adjusted some already existing ones
The brush railings in C have been replaced with prop railings in order to disable their collision
The overlays on the C building work now, and added/adjusted a few of the existing ones
Re-built/fixed the cubemaps
Did not update localisation files, oopsies
Sized down Last
Completely redid Red’s final spawn
Added an extra flank from Red spawn to Last
Filled out Last a bit with some props
Sized down the area around B a bit
Adjusted the skybox around Last/Red’s final spawn a bit
Updated Red team’s localization files
Changelog:


Completely revamped Last
To win the round, Blue must now have the cart be sliced by a saw rather than hit by a train
Train was completely removed, may re-add as a background element eventually
Made the Sawmill area larger to accommodate it housing a control point
Changed Red’s final spawn and moved it in closer to accommodate the change in the Last point
Added a roll backwards and a roll forwards zone to the cart track
Reduced the maximum round time from 10 minutes to 8 minutes
Revamped the main transition route between A and B
Turned the main transition area between A and B from a cramped indoors area into a more open outdoors area, pathing is mostly the same however
Added some cover in the area outside red/blue’s forward spawn by point B to accommodate the more open area
Added a door that closes off the bridge entrance from the B building and Last once B is capped
General lighting adjustments
Added some overlays, some for marking, some for flavour!
Adjusted health and ammopack locations, as well as resized some of the existing ones
Did not update the localization files

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Moved in and sized down the area around Last
Changed one of the routes leading to last from the sawmill
Removed one of the fences around B to open it up a bit
Changed one of the Playerclip brushes to NoDraw to prevent part of the map from rendering when not in use
Rotated the Resupply sign over Red's initial spawn so it's not jutting out in a stupid way