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-Reduced the distance between A and B and deleted the fence room
-Previous playtests had left me in no doubt that this was necessary; it was simply too common for RED to use the room I intended as BLU's lobby as a second forward hold
-Increased the distance between B and C and added a new arena in between to accommodate
-I'm not 100% confident this will be balanced, but it should give me an unwaveringly strong idea of where the forward and backward hold should be for C
-Total overhaul of the C backward hold
-Minor rework of the B forward hold to make it more open and better separate close-range and long-range combat
-BLU now gets 4 minutes added to the timer for capping A (was 5 minutes and 30 seconds)
-BLU now gets 5 minutes and 30 seconds added to the timer for capping B (was 4 minutes and 30 seconds)
-RED's respawn wave time to defend C is now 10 seconds (was 9)
-Adjusted the slime pit logic yet again
-You no longer die when attempting to change class in RED's second spawn room
Removed some cases where there were like, fourteen or fifteen overlapping ambient_generic entities which were overflowing the list of currently playing sounds and causing some sounds to not play
Slightly adjusted the maximum HDR exposure downwards
You can now no longer glide on top of the toxic sludge without taking damage
Slightly adjusted the B lobby to make it harder to hold, reducing the average amount of time that RED will stall BLU between A and B
Adjusted the B forward hold in hopes of making it less cramped and making the upper route to the backward hold more obvious to BLU
Moved RED's spawns for B a staggering 256 units back so they take a stupendous single second longer to reach the backward hold out of spawn
If these changes don't work, expect there to be less space between A and B for A18
Adjusted the C backward hold (again) to make it harder (or, in this case, near-impossible) for BLU to invade RED's high ground
Smoothed out the finale ramp so BLU has a harder time using it to jump up to RED's routes
The cart now moves much slower while on the finale ramp
If these changes don't work, expect a more major rework of C for A18
Reworked the flank into the grassy area between the B forward and backward hold - it now goes over the big building so it should be a lot faster and more obvious for BLU to use
RED now has a 10 second respawn wave time to defend B (was 8)
BLU now gets 5 minutes and 30 seconds added to the timer when A is capped (was 5 minutes)
If these changes don't have the desired effect of making B easier I will shorten the distance between A and B
Soft rework of the C backward hold to make it easier for RED to defend
Removed the B point logic to make the map more in line with its earlier versions, which had only 3 points
Added more space between A and B and between B and C
Adjusted each team's spawn locations to compensate for the map being generally longer now
Retooled almost every arena to encourage class balance and more player choice, and to ensure the forward and backward hold areas for each point are where I want them to be
Relit some of the map and changed its skybox
Cut down on custom asset usage for now (more may be used in beta)
Did a rudimentary optimisation pass (mostly areaportal stuff)
This isn't a large enough update for me to justify a new version, I'm testing some more changes to A to hopefully help offense actually get past A so they can test the rest of the map lol
Changelog
Removed one of the entrances to the main building on A. This removes one sentry spot that was strong.
Adjusted cover near the building so that it still blocks sightlines but isn't quite as RED sided.
Added two new windows: One in the long flank and one in the main building. These should both give BLU some high ground if they take these spots.
New routing at B: BLU sided path to the high ground and no way into the high ground without stepping into BLU territory if they've taken the slime room.
New route in the small room on B to compensate for BLU losing an entrance when I removed the cross high ground path.
Re-added a path between the flanks in the slime room and the courtyard at B
Changed the rock cover at A: there's less of it but its still there. Also added a nobuild brush on one of the roofs at A. These changes are mostly to gauge if I should push further in this direction before I commit.
Added a walkway across the slime outside of the first RED spawn during setup time.
Extended BLU's spawn building at A to block a sightline.
Changed pickups throughout the map
Gave the first timer 30 extra seconds, now BLU has 4 minutes to cap the first point.
removed the entrance to B in the main building at A and changed that to a route that bypasses the cart. RED was holding long after A should've been lost because of that route allowing RED to go around the back of the cart path.
removed a path into one of the flanks in B and removed the shutter door
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