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Well it's been almost two years, hopefully it will have been worth the wait. /s

A1
Changes:
  • All of it.
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B1
Changes:
(I'll have to deliver them tomorrow, don't have time atm)
(Basically everything got textured. Blu spawn to 2nd got a majority of the detailing because they are the most concrete. Buildings around 3rd look ugly because I had a much better idea last minute and decided not to waste effort on that area when it will be much better later. Last is still an issue, and probably the weakest part of the map currently. While I think it works, I really needs to be improved or scrapped. So it got a minor detail pass.)

Future Changes:
(So much. More when I have time to write up all my thoughts.)

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A3
Changes:
Future changes:
Still trying to decide what to do with the building next to the 1st point, feels isolated and not particularly defensible. Though, I still prefer the forward hold.

Also, looking for someone interested in collab/detailing this beaut for the contest! Please PM me or add me on steam.
A2
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Changes:

Future changes:
q79zoad.jpg

So currently red is having a hard time holding last for very long, and I think it is really due to the short distance between 3rd and last, so in the future I plan to extend the straight-away after the left turn. I'm thinking around 256u. I've adjusted red spawn time a tiny bit to see if it alleviates it any, but testing will see.
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I haven't really seen a good defense at the first point itself, mainly at the forward hold where the full ammo pack is. I'm hoping that it's just that no one has tried a hold further back, but I'm considering either reducing red spawn time or moving the point back to the left.