Drypine

Drypine A18

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- Closed lower tunnel to A again
- Added ramp on outside of A to A point balcony
- Removed door prop from inside Blu spawn as the sightline that necessitated it no longer exists
- Adjusted clipping to the A point roof
- Removed clipping from 2 low roofs, one on B and another on C. They are currently buildable, will test if overpowered
- Added hazard tape to the one way side of train gates to help telegraph their openability
- Added clipping to many doorways to improve movement
- Gave a pass of directional arrows
- Lowered Red's respawn time for B and C just a little
- Readded bothints for each point
- Fixed 2 visleaf errors on last caused by the angled brushwork terrain


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- Reopened the lower A flank for a quick test
- Extended one end of A point balcony to be strafe jumped to from nearby crate
- Added 2 new ammo pickups near B and B>C connector
- Adjusted B>C connector, one of the B point doors now leads upstairs instead of around to the other door and downstairs. Ideally this means people will be able to use upstairs of connector far more!
- Opened clipping of cliff outside B>C connector so sticky/rocket jumps around the cliff are now possible!
- Removed one of the fences near train exit, might be good for cover but I gotta stop players from getting stuck in it, will think about it
- Honestly quite happy with the state of things. Will see how the lower flank and staircase change play and eval if beta ready!

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- Fixed clipping around C hut
- Redesigned right side stairwell into C highground
- Last test felt really good! :)

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- Rebalanced Respawn Wave times
- Removed first blu forward spawn, back to the old way
- Red keep forward spawn for 20 seconds after A cap to help set up on B, then its locked and players inside are TP'd to last spawn
- Changed B>C's trainline doorway to be exit only before B is capped, to prevent long flanks by attackers
- Revamped C, moving the point tower by the trainline and connecting it to the highground it once stood on, which now houses a small shed for an engie nest - cover has been given a go over as well as pickup balance in the area
- Additional clipping changes

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- Trying some drastic changes just to see how well they work
- Removed lower A point flank, replaced with staircase
- Rebuilt upstairs of A>B connector to be simpler
- Changed geo of B point to be simpler and more accessible to Blu
- Adjusted respawn wave timers and point cap times

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- Fixed the one tree in gameplay space from being stood atop
- Closed the lower flank A doorway into A>B connector, it was a fun test but the new forward spawn made it kinda useless
- Opened and simplified the main hall of A>B connector to hopefully make it feel less confusing/hallway like (its just 3 rooms)
- Adjusted mid train gates to be closer towards B, added open triggers to both gates before B is capped
- Added new entrance to B>C connector along train track, replacing the old B>C internal staircase between levels with a newer area
- Removed the cliffside boxjump into B>C connector, replace with the old ramp it had in previous versions
- Made the rock-to-roof jump on C a little harder for defenders to do
- Adjusted Respawn Wave times a tiny bit :)
- Adjusted Clipping

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- 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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