Downfall

Downfall b5

  • lots of changes throughout the map in an effort to improve things
  • added a force respawn for red on 2nd point cap, as much as i hate these things

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  • 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.
  • probably some other stuff, i would imagine
  • modified the playspace right before last to have it be more open with different routes. might be chaotic but thats what im aiming for
  • closed off the route from the high route to red's spawn
  • added a high route to the other side of last
  • modifications to RED last spawn, extra spawn door + upper area

head hurtie
fixed some stuff :)
map's not dead

  • completely remade first half of A, including BLU spawn. should benefit BLU?
  • BLU has a forward spawn after capping A
  • completely remade the transitional space between B and Last, should actually feature some gameplay now
  • other small changes
  • more small changes that i forgot about probably?

there are probably small issues that i can fix with a later update, i just want to get this out before i lose all motivation again.

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  • textured almost everything except for some spawns
  • 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
why do they call it hotfix when you of in the clipping brush of out fix clip the brush
  • new area for defenders on last
  • opened up the choke before last to compensate
  • slight changes to the first area
  • more detailing
  • more small changes in general
  • fixed some clipping
  • deer have arrived
  • increased height of the upper BLU spawn exit
  • adding a sliding door that slides after capping A, to improve flow from exiting BLU upper spawn
  • added another route to the large building after A, as well as increasing the space of the side flank
  • slight cover changes at B
  • improved the spaciousness of the building after B
  • the bridge from said building to the last flank has collapsed due to insufficient structural support
  • "interesting" new highground at last
  • flipped the orientation of the shed at RED's lower spawn

other things too!
  • 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.