Dixie22 (Stage 2)

Multi Stage Dixie22 (Stage 2) a10

STAGE 2 ONLY

Overall
-changed round start timer from 4:30 to 4:00

A
-changed blue respawnwave time from 3 to 5

B
-moved point 384 units towards blue side so red can more effectively use saw as cover when defending main choke
-added flank to give red a different angle on the choke and give blue a different way into the sawmill
-flattened roof by train tracks into platform for easier red movement
-added platform and cover to red approach
-moved health/ammo in red approach to new platform

C
-changed blue respawnwave time from 3 to 4
minor bugfixes
A:
-removed some supports for the bridge because they were clutter / visual noise
-made remaining crossbracing nonsolid to be at least a bit more jumper friendly
-added dropdown in flank to direct blue players towards water route
-moved health/ammo in flank to a higher room to make red forward holds more viable
-added medium health back to flank to give blue somewhat of a forward hold
-added high ground area on inside corner for better red hold
-added small ammo at water route exit for spies
-changed ammo under shed from medium to full

B:
-complete overhaul

C:
-added point
A:
-more buildings for more fun (?)

B:
-moved saw
-moved cover around point to make back route for red more protected and to shorten sightlines down main choke
-reworked stairwell. might be bad
-added one-way into stairwell for red
OVERALL:
-

A:
-added sightline blockers to make sniper on roof unable to see literally everyone
-removed funny spawn exit
-rerouted buildings outside of blue spawn to lead players in the correct direction

B:
-enclosed upper balcony route to make red forward holds more viable
-moved red spawn points closer to "main" spawn exit
-added transparent textures in areas to give red team better visibility into flanks, similar to barnblitz last
-reworked main red spawn exit to be more safe
-added balcony exit to high ground so red jumping classes can get inside more easily, provide some cover to red players entering flank on low ground
-fixed gaps between wood pile collision meshes
OVERALL:
-fixed clipping exploits
-added more signage to improve navigation

A:
-removed a piece of cover from the cap zone

B:
-enlarged main room by about 256 units in either axis
-saw does not move until A is capped
Fix forward spawn bug