Drypine

Drypine RC1

- Added minor support beams to balcony at A
- Added blu forward spawn that unlocks on A cap

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- Adjusted many spawn points to spawn closer to doors (cuts down the tiniest amount on travel time lol)
- Lowered respawn wave time for blu attacking second
- Opened up bunker window by A to allow crouched players to fit through
- Blocked balcony corner of A point to prevent the REALLY strong sentry spot
- Began detailing pass of A point, just testing but also got really sick of the feedback about thick beams
- Adjusted under>A point staircase and added a drop down doorway into A>B connector to help flow through that structure
- Removed one medium ammo kit from red-side on B
- Trains now come every 40-45 seconds rather than 25 seconds
- Trains move 30hu/s faster
- No idea why on TF2maps tests the train gets stuck, in local testing it has never gotten stuck once, but in a testing effort the trains now teleport back to their spawn points at the end of the track
- Adjusted minor geo around C point to allow for better movement

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- There are now 5 train variants, all uniform-ish in length
- Trains run 50hu faster and come 3 seconds more often
- Trains are less loud
- Changed train gate building to be 2 gates further apart, one between the B>C connector side door and B connection, with an exit only trigger for defenders to use before B is capped
- Left-side lobby by traintracks into last is redesigned and larger
- Lowered last point by 64hu, should be much easier for attackers to shoot up at defenders
- Reworked cover around last
- Reworked Right-side route into last to face towards the greater courtyard rather than red spawn, and removed the balconies used by both red and blu on that cliffside
- Time added on A cap reduced by 20 seconds
- Red respawn wave 1 second shorter for A
- Red respawn wave 1 second longer for C, blu respawn wave 1 second shorter

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- Fixed missing clip brush above blu spawn lol
- Adjusted clipping across map
- Added additional signs for direction
- Adjusted func_details no draw faces
- Added new route alongside train line behind B
- Repositioned all spectator cameras
- Adjusted train timing and sounds
- New cover on last for trainline and highground
- Map no longer has 2 suns

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- Adjusted respawn wave timers
- Adjusted cover on blu right spawn exit
- Added walkway hallway to first point
- Adjusted A>B Connector to be easier to navigate and less chokey
- Adjusted pickups around A and B
- Added directional arrows in the most confusing areas to assist
- Readded areaportals
- Minor texture and func_detail adjustments

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- Completely redesigned A point and A>B Connector
- Rotated position of A + Blu Spawn 180 and entering from opposite side of B courtyard
- Revamp of B, simplification of geo and retooling of connectors
- Added Blu forward spawn to replace removed A>B gate shortcut
- Added trains that begin running once B is capped by Blu
- Trains run from B forward spawn through to Red Last Spawn
- Trains can be ridden to last!
- Skybox texture swapped to trainyard01
- Honestly so much has changed it's impossible to include, its basically a revamped map entirely

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- The dead horse is really taking a beating, I've adjusted the respawn wave times for B :)
- Removed the well door on A, added crate cover in the middle of the room behind the main door to prevent funky peaking from the stairwell into loft
- Added hallway around the main room in Barn A>B
- Rotated staircase from Barn Basement to Main
- Adjusted geo in lots of tiny ways in Barn
- Opened one of the windows in the Barn cliffside flank walkway
- Adjusted attackers B-site highground cover once again, should prevent some nasty headpeaks
- If this barn doesnt play well, I'm redesigning the whole building. Its going kaboom. Its gone.


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- Changed name from Morale to Drypine
- Once again, adjusted respawn waves, much shorter across the board now
- Widened staircases in both A>B and B>C connectors
- Widened cover on attacker highground on B
- Expanded right highground flank into C
- Adjusted clipping into B>C connector window to confuse people less
- Raised cliffside fence on B to prevent easy airblasts
- Added cover to prevent not-yet-abused but POSSIBLE sightlines
- Added/adjusted some minor detail for fun :)

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- Reopened A hut window because it just plays better with it open :)
- Rearranged rock cover on A to be better for attackers
- Adjusted walls of A Bridge to better allow attacker movement under bridge
- Added ramp from lower to barn
- Changed Barn > B main entrance to be wider and more open, adjusted cover nearby
- Added some props to B cliffside underpass to visually indicate it's not an open route
- Adjusted respawn wave timing a little
- Red now use forward spawn on B for the first 30 seconds of defense to better gain a foothold, and then the spawnpoints swap to last. Experimental change!!!

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- Readjusted respawn wave times, Blu should have a slightly easier time capitalising kills on A, Red should have a slight advantage setting up on B as soon as A caps
- Redesigned A>B Connector Barn, more 'barn-like' gameplay included
- Added new route from Barn to Cliffside near B, bypassing the previous sniper valley. Flanks are now possible!
- Adjusted ground texture, still unsure if exact theme but there's an itty bitty bit of grass near A
- Adjusted some cover around B to hopefully allow for less snipin, more blastin

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