Down Under

Multi Stage Down Under b23

-detailing
-optimization
-lighting changes
-clipping fixes
-pickup placement changes
-minor change to stage 1 A
-detailing
-lighting
-adjusted health and ammo placement to try and aid defenders
-adjusted minor geometry to try to alleviate some spamming around points
-optimization
-removed stairs into water and onto upper platform in the stage 2 cave
-removed some stuff to help lower edict count
-updated finale elevator logic
-put some pants on
OVERALL
-detailing
-lighting adjustments

STAGE 1:
-fixed some lighting bugs
-fixed some cart floating nodes

STAGE 2:
-respawn adjustments for both teams

STAGE 3:
-fog adjustment
-uploaded bsp this time
-fixed stage 3 crash (I hope)
Overall:
-detailing
-seam fixes
-clipping adjustments
-lighting changes

Stage 1:
-what?

Stage 2:
- changed last to try and not be as much of a nightmare to cap
-adjusted track between first rollback zone and A to give players more room around the cart
-removed weird drop down shortcut from A to B
-added different less weird shortcut door from blu spawn past A to B

Stage 3:
-changed last to try to be easier to cap
-adjusted path_track nodes
OVERALL
-optimization

STAGE 2
-re-added rock above fence at last
-made underwater route even more obvious
OVERALL
-incorporated fixes for MN_'s feedback
-incorporated changes to address MM1011's feedback
-adjusted some path_track heights to help some areas with the floating cart

STAGE 1
-clipping and exploit fixes

STAGE 2
-adjusted geometry at A to make it easier to hold
-adjusted geometry at B to give more space and try to make it easier to capture
-closed mining elevator at B so red team can't hide in there for defense
-added arrow pointing to underwater tunnel at B
-added one way drop down in building between A and B that is only accessible after A is capped
-moved health and ammo directly outside B cave

STAGE 3
-shortened overall distances between B and Final
-adjusted geometry to fit new length
-changed routes to upper area by B
-moved flank route to area right before Final lift to try and stop red from using it to flank blu
-increased red respawn time when B is capped from 6 to 8 seconds
-Optimization Pass
-Minor Detail changes
-Minor lighting changes
-detailing
-full new lighting pass done by the legendary Freyja
-like, a lot of little things and some medium things I don't remember them all but you'll know when you see it maybe