-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

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  • 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

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Changelog:
  • 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)
Merry [2 years -1 week since this map came out]!

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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.
fuck it i lost the changelog theres no changelog this version
Changleogogoejgk
  • 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.
changelog
  • Some more signage
  • door that opens after A is capped to direct RED towards A at the start of the match. Shouldn't factor into gameplay.
changelog
  • 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
  • Moved red's first spawn
  • lil bit of detailing
angelog:
  • gave another path between the high and low ground routes on C
  • Changed the shutter door on B to open permanently after A is capped so that the route isn't a free flank.
  • fixed a cracked sightline (fuck off doom stop abusing it)
  • made the drop down route on C shorter to reduce the crampedness of the indoor section.