modified the playspace inside the building before last, route to highground from inside is different. should allow RED to hold easier
readded the dividing wall
modified the RED hold areas at last, should feature a couple very obvious sentry spots now, as well as preventing easy rotations that a flanker could use.
moved the elevator forward
modified the lower area of last
finalized the interior of RED last spawn
adjusted the rightmost route out of the building after B. it is now elevated and differs itself enough from the other routes.
added a small flank around this area
leftmost route out of the building after B is no longer accessible from the main cart path, you will need to find a jump spot or enter this route from the building before.
added a cubby at first, with a sus vent. should benefit defenders and act as a decent sentry spot, while also slightly benefitting attackers if RED is holding inside house too well.
pickup adjustments/additions
added proper soundscapes and cubemaps
roofed all roofs
extensive VVIS optimizations, primarily at first and last.
general detailing in most places (out of bounds detailing is for much later)
some more changes to the starting area, benefitting BLU team
first capture point has been moved back a bit
the bridge at the choke before B has been removed, with some geometry changes to prevent sightlines
changes to the highground route at the choke
removed a doorway near this choke, instead added a window to help spam out defenders congregating at the highground house
BLU forward spawn has been moved
added a connector that connects the last choke to the side flank / ramp, which should hopefully benefit both teams with rotating and prevent turtling / """stalemating"""
geometry of lower last has been modified slightly, no more cliff deathpit, and the ramp from upper to lower has been replaced with a shack thing
added a highground route to last, connected to the upper route at the choke
added a route at first from the center building to the side flank, closed off the furthest exit
added a small rollback at first
added a highground route right before B, to allow BLU access to the bridge. the crate has been removed, with the dividing building made thinner as compensation.
flattened the area at B, where RED spawns
slight changes to the area before last, attempted to choke up / limit sightlines without hindering movement
and remember, shooting tails does damage. oh, and sentry guns only do damage when they are not destroyed.
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