Duga

Duga a14

- changed B connector to make it less boring, also cleaning up that area from unnecessary distractions. Might be too strong of a hold now, time will tell
- added laser effects on last on cap
- small change to A-D connector to block a sightline
- added popup signs to route players into shortcuts. Will later add signs onto them, but I give up with trying to get custom materials working for now
- lot more changes coming soon but I need this B tested so im pushing this out
- added railings that extend after C is capped
- lowered on cap timer add from 4 minutes to 3 minutes
- added a jumppad to the D windows for RED defense.

- experitmental, allowed blue to attack D after B is capped from B side. The door will be slowly closing so this is a commitment type of play.
- made doors to C open faster to avoid piss break gameplay
- strenghtend B hold more
- exprimental changes to A because nobody used the low ground route
- eliminated some annoying sightlines on both A and B
read previous update log
A
- Small changes to A, gameplay mostly the same. A bit of an encouragement to not hold as far.

B
- B gets extra high ground spot

C
- No changes to C yet. Can't tell how good of a hold it is.

D
- Removed the back stairs leading to the mid house when going from C to D. Now only mobile classes can contest house as attackers
- Slightly lowered D point when B is capped
- Added extra window on D to shoot from. Also, sentries should now auto target players on the point
- Added the possibility for all classes to escape from D by jumping on the pipes
- Very slightly increased D cap time. Now it matches that of steel
- Added a railing for A side attackers to protect against airblasts
- Fixed an annoying sightline

Will think about opening up a way to attack D after B is capped instead of waiting for C doors to open. A door to D would slowly be closing while the doors to C slowly open. This would let attackers capitalize on a wipe and try to go for D straight away, but it would require a real commitment to work as the door will eventually close completely.
- following Emil's advice, added minor detailing to make telling areas apart slightly easier. More to come.

- included Emil's custom longer waterfall!

- bugfixes
- Closed off any areas players might get lost in. This includes C now being entirely closed off until B is capped. This makes pushing D right at the start harder because of less space and harder to reach health packs.

- Press W and you will end up somewhere useful.

- Added a connector from A to D, and an extra connector from C to D. Transitioning and routing from C to D should be easier for both teams. Blue can now flank from B to the back of defenses of red on A

- Added an extra route so that blu doesn't have to go through C to reach D after C is capped.

- Lowered red respawn time on D

- Blu flank on C (house route) now gives more high ground

- Added a few sightline blockers

- Stupid mistakes fixes

- Some clipping
forgot to build cubemaps lol
Change B and C completely, moving C closer to B, and making B a stronger hold.

Changes to D to avoid shutter spawncamp win.

Player routing changes

Made map more intuitive