first in a set of 3 updates focused on revamping certain points to make them more interesting and less strong for sniper

third point
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- completely revamped the back area of third to make it both less of a sniper hell and more fun to play on

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- the slope is now shorter and steeper
- this should help to make sniper less powerful the further he is from it and make the actual area itself less boring since the variation in height is more intense

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- there is now a platform above the slope
- this should give red a position to watch the far entrances from as well as something to play on for both teams

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- removed the entrance from lobby to the side and added a new one above the already existing entrance on tracks
- should prevent a sightline from the lobby onto the train and allow for more room for blu pushing in

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- moved the tower more towards the point and removed the shack there
- there is no longer a sightline here that needs to be blocked and i want to make this area more spacious so it's easier to go around it

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- added a fence to block a sightline from the low ground onto crates
- this one should be self-explanatory

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- made the tower taller
- should give soldiers more space to high bomb with a wall jump and create the space to move the lights up
- moved the lights up and disabled their collision
- again, make it easier for soldiers to rocket jump and also stop them from being blinded standing on the catwalk
- raised the catwalk
- mostly just to allow for more space below it, especially on the destroyed wall

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- removed the shutter door to dropdown
- not necessary so no point in having it there
- added a shutter to the entrance from the upper half of b
- preventing a sightline from third onto second

notes
next update (a13a) will be focused on making last more defendable, as well as making minor changes i may have missed on third
main way i'm thinking i could make last easier to defend is to give it a lobby, but that's quite a major change and would probably take me a little bit to work out so bear with me, thx xoxox
- ok i think it's working now the match should be able to enter overtime and end properly
- administrator now says when it's overtime, should make it less confusing

if you know how to completely disable payload overtime and render the 'overtime' text as a part of the hud outside of overtime please tell me it would help a lot and also i would credit you
last point changes

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- added a small ammo pack to the left of the main entrance to last to give spies a place to hide/decloak/increase how far a spy can move into last
- added a light above the ammo pack to make that area easier to see

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- added a rock and a crate to the right side of last to stop snipers from standing there and looking into main

other

made all the rooves that were not displacements before displacements now

realistically i think this is the most i can update this map based on feedback just from looking at it alone, if anyone is able to get a proper match on this map lmk and send me the demo and any other recordings i'd really appreciate it

control points

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- moved the first control point to just outside the house to make the house itself a bit less of a meat grinder and make it less likely that teams run out of time at the start of the map
- this point no longer pushes back to their last spawn when capped
- added an additional control point in cave to to make the map flow better
- this point now moves red back to their last spawn when capped
- shifted the third point slightly back to make the distance between second and third longer had i not done this
- this point now moves blu to their forward spawn when capped

rooves
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- all rooves are now displacements, this should make them much more friendly to rocket jumping soldiers, so rocket jumping and doing cool bombs and stuff should be more encouraged now

last

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- reworked the right side of last to be easier to move around in and more fun to play, no stupid fence in the way, med has good vision over everything, ect ect
- added a ladder onto the roof on the left side that should allow medics to play there if they see fit
- probably will end up reworking the left side as well because the roof isn't super interesting but for now this should improve it substantially

minor changes

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- added a rock to the side entrance to cave to stop soldiers and snipers from hitting dumb crack shots through the gap between the stairs and the wood platform
- should hopefully also be an interesting place for demos to trap that makes the map more unique and interesting

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- made the middle entrance on second a shutter to stop soldiers from being able to spam so far into lobby from the satellite house

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- added a tall shack on first to make that area look less empty

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- added a rock against this fence on last to make that area feel less empty

notes

- i wanna rework first so that it feels less empty and maybe easier to hold but that would mean reworking major bits of geometry in and around it and i don't wanna do that if i can avoid it
- was considering a mechanic where perhaps the cart could fall back behind an already capped point but only for a certain distance to promote red 'taking ground' back a bit but if it negatively affects peoples' enjoyment of the map i don't wanna
- might make a test version that has this mechanic and no other added features once this map is tested to see if people prefer that or not
- fixed clipping on blu spawn
spawn

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- changed blu's first spawn to function more like gravelpit's blu spawn, effectively you can only change class in the furthest room
- should hopefully help to stop snipers from peeking out of spawn and immediately changing class or hitting a loadout bind to regain health

cart logic changes

- the cart now moves at a similar speed both forwards and backwards
- should hopefully give red an easier time defending and promote the more aggressive tug-of-war style of play that's present in other 6v6 maps
second point

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- made the doorway into connector jut out of the wall to block sightlines going into it and slightly onto the tiny pack on third
- widened the entrance to train on third
- added a fence near the entrance to train to prevent a sightline going into it from the low ground on second
- adjusted the rock next to the entrance to train slightly to allow for there to be more space
- adjusted the displacement going into train to allow soldiers and demomen to slide up it more easily
improved lobby

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- extended the amount of space in lobby going in from IT
- removed the generator on the right side to make more space
- changed the stairs going into the forward half of lobby to go in one direction
- added a wall next to the stairs to stop people from standing on the end of the forward half of lobby and aiming into first
- extended the lower exit of lobby into second out to block sightlines going into it

minor changes

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- blocked a sightline going from the far side of third into the middle entrance from second
- lowered the rock against the d gate

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- lowered the displacement around these rocks on first to stop snipers from jumping onto them
yeah
gonna refrain from making any changes before this is tested now, i've been doing too much of that

minor changes


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- raised the roof of the shack on third to stop a sightline going onto second

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- minor decorative changes across the map

- improved clipping