Dixie a10

you push the cart and then win or lose depending on the cart pushing

  1. a10

    Idolon
    YARD (PRE-A)
    -added some more height differences to make holding positions more obvious (and to add difficulty)
    -adjusted far rock cover to account for new height difference and accidentally created a scout route up in the process
    -fixed colors on pickup indicators because i forgot that you can't put overlays on func_brush
    -lowered concrete block so you can crouch jump onto it without using the barrels
    -textured some things because hey why not

    A SHORT FLANK
    -removed upper doorway/bridge by loading dock for two reasons: a) so that its a less powerful route to push in with for blue and functions more as a sneaky flank b) so that people coming in from blue are more likely to continue using the route to push into B instead of filtering off into the warehouse

    A
    -changed cap name

    B LONG FLANK
    -changed small health to medium

    B SHORT FLANK
    -added route to upper room that should hopefully let red use the rooftop more easily
    -rerouted warehouse connector to fit in new route

    WAREHOUSE
    -changed upper room windows to be consistent with the other room's windows
    -added a desk to lower room

    POOL ROOM
    -made it bigger, again
    -shifted over one warehouse bay so that there are two main entrances into the pool room rather than one main route and two kinda shitty flanks. also this should make B short flank a better route to attack with because its nearby entrance to the pool room is a bit stronger (hopefully)
    -reworked spawn exits to make the pool room hopefully better?? i'm still figuring out what to do with this area
    -changed cap name to something sensible
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